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BossV1
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@@ -19,14 +19,41 @@ add_executable(LotoStatek main.cpp
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sources/Bullet.cpp
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headers/Meteor.h
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sources/Meteor.cpp
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headers/RandomNumberGenerator.h)
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||||
headers/RandomNumberGenerator.h
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||||
headers/Projectile.h
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||||
sources/Projectile.cpp
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||||
headers/Rocket.h
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||||
sources/Rocket.cpp
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||||
headers/Size.h
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headers/Position.h
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||||
headers/ObjectItem.hpp
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sources/ObjectItem.cpp
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sources/Enemy.cpp
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headers/Enemy.h
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headers/AdvancedEnemy.h
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sources/AdvancedEnemy.cpp
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headers/Bomber.h
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sources/Bomber.cpp
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headers/Kamikadze.h
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sources/Kamikadze.cpp
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||||
headers/wiazkowiec.h
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sources/Wiazkowiec.cpp
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headers/Beam.h
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sources/Beam.cpp
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headers/Heart.hpp
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sources/Heart.cpp
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headers/PowerUp.h
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sources/PowerUp.cpp
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sources/Boss.cpp
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headers/Boss.h
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)
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if(WIN32)
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/SFML")
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
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# set(SFML_INCLUDE_DIR "${CMAKE_SOURCE_DIR}/SFML/include")
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file(GLOB BINARY_DEP_DLLS "${SFML_INCLUDE_DIR}/../bin/*.dll")
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file(COPY ${BINARY_DEP_DLLS} DESTINATION ${CMAKE_BINARY_DIR})
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include_directories("${CMAKE_SOURCE_DIR}/SFML/bin" "${CMAKE_SOURCE_DIR}/SFML/include" "${CMAKE_SOURCE_DIR}/SFML/lib/cmake/SFML") # dodane
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include_directories("${CMAKE_SOURCE_DIR}/lib/SFML/bin" "${CMAKE_SOURCE_DIR}/lib/SFML/include" "${CMAKE_SOURCE_DIR}/lib/SFML/lib/cmake/SFML") # dodane
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake_modules") # dodane
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find_package(SFML 2.6.2 COMPONENTS graphics window system audio REQUIRED)
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if(SFML_FOUND)
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12
README.md
@@ -1 +1,11 @@
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Tu będzie lotoł statek
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The space-invaders type game created for university project.
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The main character is a "Ship", with which you are fighting enemies that have different abilities, for example laser beams or "Kamikaze" that will try to explode at you.
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Your character has only 3 HP that are showed in right upper corner.
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There are 5 different types of enemies:
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1. The simpliest one - just shoots you with one bullet
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2. The advanced enemy - shoots you with the same bullet, but shooted 3 at the one piece of time
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3. The "Kamikaze" will explode at you once reaches you, dealing 2 hp damage.
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4. The Laser enemy will shoot you with laser beam both sideways and up and down direction, dealing 1 hp damage.
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5. The bomber - will leave bombs all around map which will deal 1 hp damage once exploded.
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|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
BIN
assets/img/boss/Boss.png
Normal file
|
After Width: | Height: | Size: 58 KiB |
BIN
assets/img/bullets/bomba.png
Normal file
|
After Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 7.0 KiB After Width: | Height: | Size: 7.0 KiB |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
BIN
assets/img/bullets/enemy_bullet.png
Normal file
|
After Width: | Height: | Size: 1.7 KiB |
BIN
assets/img/bullets/old/bomba.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/img/bullets/old/enemy_bullet.png
Normal file
|
After Width: | Height: | Size: 8.3 KiB |
BIN
assets/img/enemy/advanced_enemy.png
Normal file
|
After Width: | Height: | Size: 30 KiB |
BIN
assets/img/enemy/bomber.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
assets/img/enemy/enemy.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
assets/img/enemy/kamikadze.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
assets/img/enemy/old/advanced_enemy.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
assets/img/enemy/old/bomber.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/img/enemy/old/enemy.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
assets/img/enemy/old/kamikadze.png
Normal file
|
After Width: | Height: | Size: 6.1 KiB |
BIN
assets/img/enemy/old/wiazkowiec.png
Normal file
|
After Width: | Height: | Size: 7.9 KiB |
BIN
assets/img/enemy/wiazkowiec.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
BIN
assets/img/hearts/heart.png
Normal file
|
After Width: | Height: | Size: 782 B |
BIN
assets/img/hearts/heart_gray.png
Normal file
|
After Width: | Height: | Size: 958 B |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 667 KiB After Width: | Height: | Size: 667 KiB |
|
Before Width: | Height: | Size: 402 KiB After Width: | Height: | Size: 402 KiB |
BIN
assets/img/powerups/TripleShotPU.png
Normal file
|
After Width: | Height: | Size: 9.3 KiB |
BIN
assets/img/powerups/fireratePU.png
Normal file
|
After Width: | Height: | Size: 2.3 KiB |
BIN
assets/img/powerups/movingSpeedPU.png
Normal file
|
After Width: | Height: | Size: 7.0 KiB |
|
Before Width: | Height: | Size: 489 B After Width: | Height: | Size: 489 B |
|
Before Width: | Height: | Size: 503 B After Width: | Height: | Size: 503 B |
BIN
assets/img/wiazka/laser.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 773 B |
BIN
assets/ship/nova.png
Normal file
|
After Width: | Height: | Size: 154 KiB |
BIN
assets/ship/pulsar.png
Normal file
|
After Width: | Height: | Size: 188 KiB |
BIN
assets/ship/zenith.png
Normal file
|
After Width: | Height: | Size: 221 KiB |
@@ -4,21 +4,19 @@
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||||
#include "SFML/Graphics/Sprite.hpp"
|
||||
#include "SFML/Graphics/Texture.hpp"
|
||||
#include "Bullet.h"
|
||||
#include "Position.h"
|
||||
#include "SFML/System/Clock.hpp"
|
||||
|
||||
struct Position {
|
||||
int x;
|
||||
int y;
|
||||
};
|
||||
|
||||
class Actor {
|
||||
public:
|
||||
Actor(int x, int y, std::string path);
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||||
|
||||
void loadTexture(std::string path);
|
||||
Actor(int x, int y, const sf::Texture& texture);
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||||
virtual ~Actor() = default;
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||||
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||||
sf::Sprite& getSprite();
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unsigned int getHP();
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Position getPosition();
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std::vector<Bullet>& getBullets();
|
||||
|
||||
virtual void move(float deltaX, float deltaY) = 0;
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virtual void moveLeft() = 0;
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@@ -27,23 +25,23 @@ public:
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virtual void moveDown() = 0;
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virtual void shoot() = 0;
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std::vector<Bullet>& getBullets();
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void updateBullets();
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void setMovingSpeed(float speed);
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void dealDamage();
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void healUP();
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protected:
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Position position;
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sf::Sprite actorSprite;
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sf::Texture actorTexture;
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||||
sf::Texture bulletTextureLeft;
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sf::Texture bulletTextureRight;
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Position position;
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unsigned int hp;
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sf::Texture bulletTexture;
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sf::Texture rocketTexture;
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std::vector<Bullet> bullets;
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sf::Clock damageDealClock;
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int hp;
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unsigned int damage;
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unsigned int firerate;
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||||
float moving_speed;
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std::vector<Bullet> bullets;
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||||
};
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||||
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||||
#endif //ACTOR_H
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||||
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||||
37
headers/AdvancedEnemy.h
Normal file
@@ -0,0 +1,37 @@
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#ifndef ADVANCED_ENEMY_H
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#define ADVANCED_ENEMY_H
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#include "Enemy.h"
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||||
enum class DirectionA {
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Up,
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Down,
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Left,
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||||
Right
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||||
};
|
||||
|
||||
class AdvancedEnemy : public Actor {
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||||
public:
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||||
AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
|
||||
|
||||
void shoot() override;
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
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void moveUp() override;
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void moveDown() override;
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||||
|
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void update();
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||||
|
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bool isAlive() const;
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void takeDamage();
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void updateDirection();
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||||
private:
|
||||
sf::Clock shootClock;
|
||||
sf::Texture enemyBulletTexture;
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||||
float movementSpeed = 2.0f;
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||||
bool alive = true;
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DirectionA direction = DirectionA::Down;
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};
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||||
#endif // ADVANCED_ENEMY_H
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||||
@@ -7,6 +7,7 @@
|
||||
|
||||
class AudioManager {
|
||||
public:
|
||||
AudioManager() = default;
|
||||
bool loadBackgroundMusic(const std::string& filePath);
|
||||
void playBackgroundMusic(float volume = 50.f, bool loop = true);
|
||||
void stopBackgroundMusic();
|
||||
|
||||
18
headers/Beam.h
Normal file
@@ -0,0 +1,18 @@
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||||
#ifndef LOTOSTATEK_BEAM_H
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#define LOTOSTATEK_BEAM_H
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|
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#include <SFML/Graphics.hpp>
|
||||
|
||||
class Beam {
|
||||
public:
|
||||
Beam() = default;
|
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Beam(int x, int y, const sf::Texture &texture);
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|
||||
sf::Sprite getSprite();
|
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|
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void setRotation(float angle);
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||||
private:
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sf::Sprite beamSprite;
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};
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#endif // LOTOSTATEK_BEAM_H
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45
headers/Bomber.h
Normal file
@@ -0,0 +1,45 @@
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//
|
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// Created by k on 11.12.2024.
|
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//
|
||||
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#ifndef BOMBER_H
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#define BOMBER_H
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#include "Enemy.h"
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#include "Actor.h"
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enum class DirectionB {
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Up,
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Down,
|
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Left,
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Right
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};
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||||
|
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class Bomber : public Actor {
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public:
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Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
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void shoot() override;
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void move(float deltaX, float deltaY) override;
|
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void moveLeft() override;
|
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void moveRight() override;
|
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void moveUp() override;
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void moveDown() override;
|
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void setRandomDirection();
|
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|
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void update();
|
||||
|
||||
bool isAlive() const;
|
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void takeDamage();
|
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void updateDirection();
|
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void setPlanszaHeight(float height, float width);
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|
||||
private:
|
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float planszaHeight = 800.f;
|
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float planszaWidth = 600.f;
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sf::Clock shootClock;
|
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sf::Texture BombaTexture;
|
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float movementSpeed = 2.0f;
|
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bool alive = true;
|
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DirectionB direction = DirectionB::Down;
|
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};
|
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#endif //BOMBER_H
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72
headers/Boss.h
Normal file
@@ -0,0 +1,72 @@
|
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#ifndef BOSS_H
|
||||
#define BOSS_H
|
||||
|
||||
#include "Actor.h"
|
||||
#include "Bullet.h"
|
||||
#include "Beam.h"
|
||||
#include <vector>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
enum class BossDirection {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Boss : public Actor {
|
||||
public:
|
||||
Boss(int x, int y, const sf::Texture &bossTexture, const sf::Texture &bulletTexture, sf::Texture BombaTexture,
|
||||
sf::RenderWindow *window);
|
||||
|
||||
void setPlanszaHeight(int height, int width);
|
||||
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
|
||||
|
||||
|
||||
void shoot() override;
|
||||
void dropBomb();
|
||||
void shootLaser();
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void update();
|
||||
void takeDamage();
|
||||
bool isAlive() const;
|
||||
std::vector<Bullet>& getBullets() { return bullets; }
|
||||
std::vector<Bullet>& getBombs() { return bombs; }
|
||||
bool isShooting() const { return laserBeam != nullptr; }
|
||||
Beam* getBeam() const { return laserBeam; }
|
||||
|
||||
private:
|
||||
float movementSpeed = 5.5f;
|
||||
BossDirection direction = BossDirection::Down;
|
||||
|
||||
sf::Clock shootClock;
|
||||
sf::Clock bombClock;
|
||||
sf::Clock laserClock;
|
||||
sf::Clock directionClock;
|
||||
sf::Clock beamDurationClock;
|
||||
float beamDuration = 1.0f;
|
||||
|
||||
sf::Texture bulletTexture;
|
||||
sf::Texture BombaTexture;
|
||||
sf::Texture beamTexture;
|
||||
sf::RenderWindow* window;
|
||||
Beam* laserBeam = nullptr;
|
||||
|
||||
std::vector<Bullet> bullets;
|
||||
std::vector<Bullet> bombs;
|
||||
|
||||
int planszaHeight = 800;
|
||||
int planszaWidth = 600;
|
||||
|
||||
bool isStationary = false;
|
||||
|
||||
void setRandomDirection();
|
||||
void handleBounds();
|
||||
};
|
||||
|
||||
#endif // BOSS_H
|
||||
@@ -1,27 +1,12 @@
|
||||
#ifndef LOTOSTATEK_BULLET_H
|
||||
#define LOTOSTATEK_BULLET_H
|
||||
|
||||
#include "SFML/Graphics/Sprite.hpp"
|
||||
#include "SFML/Graphics/Texture.hpp"
|
||||
|
||||
class Bullet {
|
||||
struct Position {
|
||||
int x;
|
||||
int y;
|
||||
};
|
||||
#include "Projectile.h"
|
||||
|
||||
class Bullet : public Projectile {
|
||||
public:
|
||||
Bullet(float x, float y, sf::Texture &texture);
|
||||
sf::Sprite &getSprite();
|
||||
void setSpeed(float speed);
|
||||
bool getStatus() const;
|
||||
void update();
|
||||
private:
|
||||
sf::Sprite bulletSprite;
|
||||
sf::Texture bulletTexture;
|
||||
Position bulletPosition;
|
||||
float bulletSpeed;
|
||||
bool outOfBounds;
|
||||
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
|
||||
void update() override;
|
||||
};
|
||||
|
||||
|
||||
|
||||
39
headers/Enemy.h
Normal file
@@ -0,0 +1,39 @@
|
||||
#ifndef ENEMY_H
|
||||
#define ENEMY_H
|
||||
|
||||
#include "Actor.h"
|
||||
#include "SFML/System/Clock.hpp"
|
||||
|
||||
enum class Direction {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Enemy : public Actor {
|
||||
public:
|
||||
Enemy(int x, int y, const sf::Texture& texture) ;
|
||||
|
||||
void shoot() override;
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
|
||||
void update();
|
||||
|
||||
bool isAlive() const;
|
||||
void takeDamage();
|
||||
void updateDirection();
|
||||
|
||||
private:
|
||||
sf::Clock shootClock;
|
||||
sf::Texture enemyBulletTexture;
|
||||
float movementSpeed = 2.0f;
|
||||
bool alive = true;
|
||||
Direction direction = Direction::Down;
|
||||
};
|
||||
|
||||
#endif // ENEMY_H
|
||||
13
headers/Heart.hpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#ifndef LOTOSTATEK_HEART_HPP
|
||||
#define LOTOSTATEK_HEART_HPP
|
||||
|
||||
#include "SFML/Graphics/Texture.hpp"
|
||||
#include "ObjectItem.hpp"
|
||||
|
||||
class Heart : public ObjectItem {
|
||||
public:
|
||||
Heart(float x, float y, sf::Texture &texture_);
|
||||
void update() override;
|
||||
};
|
||||
|
||||
#endif //LOTOSTATEK_HEART_HPP
|
||||
46
headers/Kamikadze.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#ifndef KAMIKADZE_H
|
||||
#define KAMIKADZE_H
|
||||
|
||||
#include "Enemy.h"
|
||||
#include "Actor.h"
|
||||
#include "Player.h"
|
||||
enum class DirectionK {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Kamikadze : public Actor {
|
||||
public:
|
||||
Kamikadze(int x, int y, const sf::Texture& texture);
|
||||
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
void setRandomDirection();
|
||||
void shoot() override;
|
||||
|
||||
void update(const sf::Vector2f& playerPosition);
|
||||
|
||||
bool isAlive() const;
|
||||
bool isExploding() const;
|
||||
void takeDamage();
|
||||
void updateDirection();
|
||||
|
||||
void followPlayer(const sf::Vector2f &playerPosition);
|
||||
|
||||
void explode(const sf::Vector2f &playerPosition, bool &playerHit);
|
||||
|
||||
private:
|
||||
bool exploding = false;
|
||||
sf::Clock explosionClock;
|
||||
sf::Clock shootClock;
|
||||
float movementSpeed = 2.0f;
|
||||
bool alive = true;
|
||||
DirectionK direction = DirectionK::Down;
|
||||
};
|
||||
|
||||
#endif //KAMIKADZE_H
|
||||
@@ -3,27 +3,13 @@
|
||||
|
||||
#include "SFML/Graphics/Texture.hpp"
|
||||
#include "SFML/Graphics/Sprite.hpp"
|
||||
#include "Position.h"
|
||||
#include "ObjectItem.hpp"
|
||||
|
||||
class Meteor {
|
||||
struct Position {
|
||||
int x;
|
||||
int y;
|
||||
};
|
||||
|
||||
class Meteor : public ObjectItem {
|
||||
public:
|
||||
Meteor(float x, float y, sf::Texture &texture);
|
||||
sf::Sprite &getSprite();
|
||||
bool getStatus();
|
||||
Meteor(float x, float y, sf::Texture &texture_);
|
||||
void update();
|
||||
// ~Meteor();
|
||||
private:
|
||||
sf::Texture meteorTexture;
|
||||
sf::Sprite meteorSprite;
|
||||
Position meteorPosition;
|
||||
float meteorRotationSpeed;
|
||||
float meteorSpeed;
|
||||
bool outOfBounds;
|
||||
static unsigned int counter;
|
||||
};
|
||||
|
||||
|
||||
|
||||
25
headers/ObjectItem.hpp
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef LOTOSTATEK_OBJECTITEM_HPP
|
||||
#define LOTOSTATEK_OBJECTITEM_HPP
|
||||
|
||||
#include "SFML/Graphics/Sprite.hpp"
|
||||
#include "Position.h"
|
||||
#include "SFML/Graphics/Texture.hpp"
|
||||
|
||||
class ObjectItem {
|
||||
public:
|
||||
virtual ~ObjectItem() = default;
|
||||
ObjectItem(float x, float y, sf::Texture &texture);
|
||||
sf::Sprite &getSprite();
|
||||
bool getStatus();
|
||||
virtual void update() = 0;
|
||||
protected:
|
||||
sf::Texture texture_;
|
||||
sf::Sprite sprite;
|
||||
Position position;
|
||||
float rotationSpeed;
|
||||
float movingSpeed;
|
||||
bool outOfBounds;
|
||||
static unsigned int counter;
|
||||
};
|
||||
|
||||
#endif //LOTOSTATEK_OBJECTITEM_HPP
|
||||
@@ -1,28 +1,121 @@
|
||||
#ifndef PLANSZA_H
|
||||
#define PLANSZA_H
|
||||
|
||||
#include "SFML/System/Clock.hpp"
|
||||
#include "SFML/Graphics/RenderWindow.hpp"
|
||||
|
||||
#include "Meteor.h"
|
||||
#include "RandomNumberGenerator.h"
|
||||
#include "SFML/System/Clock.hpp"
|
||||
#include "Enemy.h"
|
||||
#include "AdvancedEnemy.h"
|
||||
#include "Bomber.h"
|
||||
#include "Kamikadze.h"
|
||||
#include "Wiazkowiec.h"
|
||||
#include "Player.h"
|
||||
#include "Background.h"
|
||||
#include "AudioManager.h"
|
||||
#include "Plansza.h"
|
||||
#include "Heart.hpp"
|
||||
#include "PowerUp.h"
|
||||
#include "Size.h"
|
||||
#include "Boss.h"
|
||||
|
||||
enum ships{
|
||||
nova,
|
||||
pulsar,
|
||||
zenith,
|
||||
none
|
||||
};
|
||||
|
||||
class Plansza {
|
||||
struct Size {
|
||||
int height;
|
||||
int width;
|
||||
};
|
||||
public:
|
||||
Plansza(unsigned int windowHeight, unsigned int windowWidth);
|
||||
void spawn_meteor();
|
||||
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip);
|
||||
Size getSize();
|
||||
std::vector<Meteor> &getMeteors();
|
||||
void spawn_meteor();
|
||||
void spawn_hearts();
|
||||
void spawn_power_up();
|
||||
void update_meteors();
|
||||
void update_hearts();
|
||||
void update_power_ups();
|
||||
|
||||
|
||||
void update();
|
||||
void update_score();
|
||||
|
||||
void check_PowerUp_collisions();
|
||||
void check_Heart_collisions();
|
||||
void check_Meteor_collisions();
|
||||
|
||||
void spawn_player();
|
||||
void spawn_enemy();
|
||||
void spawn_advanced_enemy();
|
||||
void spawn_wiazkowiec();
|
||||
|
||||
void spawn_boss();
|
||||
|
||||
void spawn_bomber();
|
||||
void spawn_kamikadze();
|
||||
~Plansza() {
|
||||
delete ship;
|
||||
delete boss;
|
||||
}
|
||||
|
||||
static ships selectedShip;
|
||||
static unsigned int score;
|
||||
sf::Font font;
|
||||
private:
|
||||
std::vector<Meteor> meteors;
|
||||
Background background;
|
||||
AudioManager audioManager;
|
||||
Player *ship;
|
||||
Size size;
|
||||
sf::RenderWindow *window;
|
||||
sf::Clock meteorSpawnClock;
|
||||
sf::Clock heartSpawnClock;
|
||||
sf::Clock powerUpSpawnClock;
|
||||
sf::Clock movingSpeedPUTimer;
|
||||
sf::Clock fireratePUTimer;
|
||||
sf::Clock tripleShotPUTimer;
|
||||
sf::Clock spawnClock;
|
||||
sf::Clock scoreClock;
|
||||
sf::Clock shooterSpawnClock;
|
||||
sf::Clock enemySpawnClock;
|
||||
sf::Clock AenemySpawnClock;
|
||||
sf::Clock BomberSpawnClock;
|
||||
sf::Clock KamikadzeSpawnClock;
|
||||
sf::Clock WiazkowiecSpawnClock;
|
||||
sf::Texture playerTexture;
|
||||
sf::Texture playerBulletTexture;
|
||||
sf::Texture playerRocketTexture;
|
||||
sf::Texture enemyTexture;
|
||||
sf::Texture enemyBulletTexture;
|
||||
sf::Texture advancedEnemyTexture;
|
||||
sf::Texture BomberEnemyTexture;
|
||||
sf::Texture BombaTexture;
|
||||
sf::Texture BossTexture;
|
||||
sf::Texture KamikadzeTexture;
|
||||
sf::Texture WiazkowiecTexture;
|
||||
sf::Texture WiazkaTexture;
|
||||
sf::Texture meteorTexture1;
|
||||
sf::Texture meteorTexture2;
|
||||
sf::Clock spawnClock;
|
||||
sf::Texture heartTexture;
|
||||
sf::Texture heartTextureGray;
|
||||
sf::Texture movingSpeedPowerUpTexture;
|
||||
sf::Texture fireratePowerUpTexture;
|
||||
sf::Texture tripleShotPowerUpTexture;
|
||||
std::vector<Enemy> enemies;
|
||||
std::vector<AdvancedEnemy> AEnemies;
|
||||
std::vector<Bomber> BEnemies;
|
||||
std::vector<Kamikadze> KEnemies;
|
||||
std::vector<Wiazkowiec> WEnemies;
|
||||
std::vector<Meteor> meteors;
|
||||
std::vector<Heart> hearts;
|
||||
std::vector<sf::Sprite> heartStats;
|
||||
std::vector<PowerUp> powerUps;
|
||||
Boss* boss = nullptr; // Wskaźnik na bossa
|
||||
sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
|
||||
bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
|
||||
bool gameOver = false;
|
||||
unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
|
||||
};
|
||||
|
||||
#endif //PLANSZA_H
|
||||
|
||||
@@ -3,11 +3,23 @@
|
||||
|
||||
|
||||
#include <chrono>
|
||||
#include <SFML/System/Clock.hpp>
|
||||
|
||||
#include "Actor.h"
|
||||
#include "Rocket.h"
|
||||
|
||||
class Player : public Actor {
|
||||
// Zgodnie z refactoring.guru singleton pattern
|
||||
// https://refactoring.guru/design-patterns/singleton/cpp/example
|
||||
protected:
|
||||
Player(int x, int y, const sf::Texture &texture);
|
||||
static Player* player_;
|
||||
public:
|
||||
Player(int x, int y, std::string path);
|
||||
Player(Player &other) = delete;
|
||||
void operator=(const Player &) = delete;
|
||||
static Player* getInstance(int x, int y, const sf::Texture &texture);
|
||||
// Tu się kończy definicja singletona
|
||||
|
||||
void shoot() override;
|
||||
void alternate_shoot();
|
||||
void setFirerate(unsigned int firerate);
|
||||
@@ -16,10 +28,24 @@ public:
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
void takeDamage();
|
||||
void setTripleShot(bool toogle);
|
||||
|
||||
void update();
|
||||
std::vector<Rocket>& getRockets();
|
||||
|
||||
void loadTexture();
|
||||
|
||||
private:
|
||||
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
|
||||
std::vector<Bullet> rightBullets;
|
||||
|
||||
std::vector<Rocket> rockets;
|
||||
sf::Texture rocketTexture;
|
||||
sf::Texture bulletTexture;
|
||||
sf::Color originalColor;
|
||||
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
|
||||
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
|
||||
bool isImmortal = false; // flaga na immortal
|
||||
bool tripleShot = false; // flaga na potrójny strzał
|
||||
};
|
||||
|
||||
|
||||
|
||||
19
headers/Position.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#ifndef LOTOSTATEK_POSITION_H
|
||||
#define LOTOSTATEK_POSITION_H
|
||||
|
||||
struct Position {
|
||||
int x;
|
||||
int y;
|
||||
};
|
||||
|
||||
struct PositionU {
|
||||
unsigned int x;
|
||||
unsigned int y;
|
||||
};
|
||||
|
||||
struct PositionF {
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
#endif //LOTOSTATEK_POSITION_H
|
||||
25
headers/PowerUp.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef POWERUP_H
|
||||
#define POWERUP_H
|
||||
#include "ObjectItem.hpp"
|
||||
|
||||
class PowerUp : public ObjectItem {
|
||||
public:
|
||||
enum Type {
|
||||
movingSpeedUp,
|
||||
firerateUp,
|
||||
tripleShotUp
|
||||
};
|
||||
|
||||
PowerUp(float x, float y, sf::Texture &texture, Type type);
|
||||
|
||||
void update() override;
|
||||
|
||||
Type getType() const {
|
||||
return type_;
|
||||
}
|
||||
|
||||
private:
|
||||
Type type_;
|
||||
};
|
||||
|
||||
#endif //POWERUP_H
|
||||
23
headers/Projectile.h
Normal file
@@ -0,0 +1,23 @@
|
||||
#ifndef PROJECTILE_H
|
||||
#define PROJECTILE_H
|
||||
|
||||
#include <SFML/Graphics/Sprite.hpp>
|
||||
#include "Position.h"
|
||||
|
||||
class Projectile {
|
||||
public:
|
||||
Projectile(float x, float y, sf::Texture &texture);
|
||||
sf::Sprite &getSprite();
|
||||
void setSpeed(float speed);
|
||||
bool isOutOfBounds() const;
|
||||
virtual void update() = 0;
|
||||
protected:
|
||||
static sf::Texture texture;
|
||||
sf::Sprite sprite;
|
||||
Position position;
|
||||
float speed;
|
||||
bool outOfBounds;
|
||||
~Projectile() = default;
|
||||
};
|
||||
|
||||
#endif //PROJECTILE_H
|
||||
15
headers/Rocket.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#ifndef ROCKET_H
|
||||
#define ROCKET_H
|
||||
#include "Projectile.h"
|
||||
|
||||
|
||||
class Rocket : public Projectile{
|
||||
public:
|
||||
Rocket(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
|
||||
void update() override;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif //ROCKET_H
|
||||
9
headers/Size.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#ifndef LOTOSTATEK_SIZE_H
|
||||
#define LOTOSTATEK_SIZE_H
|
||||
|
||||
struct Size {
|
||||
int height;
|
||||
int width;
|
||||
};
|
||||
|
||||
#endif //LOTOSTATEK_SIZE_H
|
||||
59
headers/Wiazkowiec.h
Normal file
@@ -0,0 +1,59 @@
|
||||
#ifndef WIAZKOWIEC_H
|
||||
#define WIAZKOWIEC_H
|
||||
|
||||
#include "Enemy.h"
|
||||
#include "Actor.h"
|
||||
#include "Beam.h"
|
||||
enum class DirectionW {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Wiazkowiec : public Actor {
|
||||
public:
|
||||
Wiazkowiec(int x, int y, const sf::Texture& texture, sf::RenderWindow *window);
|
||||
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
|
||||
void takeDamage();
|
||||
|
||||
void setRandomDirection();
|
||||
void checkIfBeamShootOutOfBounds();
|
||||
|
||||
void update();
|
||||
void shoot() override;
|
||||
void render(sf::RenderWindow &window);
|
||||
|
||||
bool isAlive() const;
|
||||
bool isShooting() const;
|
||||
|
||||
void setPlanszaHeight(int height, int width);
|
||||
Beam* getBeam() const;
|
||||
|
||||
private:
|
||||
sf::Texture WiazkaTexture;
|
||||
sf::Texture beamTexture;
|
||||
sf::Clock shootClock;
|
||||
sf::Clock shootingClock;
|
||||
DirectionW direction = DirectionW::Down;
|
||||
|
||||
Beam *beam; // wskaźnik na wiązkę
|
||||
sf::RenderWindow *window_ptr;
|
||||
|
||||
void spawnBeam(); // Tworzy wiązkę
|
||||
|
||||
int planszaHeight = 800;
|
||||
int planszaWidth = 600;
|
||||
float beamDuration = 1.0f;
|
||||
float movementSpeed = 2.0f;
|
||||
bool shooting = false;
|
||||
bool alive = true;
|
||||
};
|
||||
|
||||
#endif //WIAZKOWIEC_H
|
||||