12 Commits

Author SHA1 Message Date
80a4b1b397 Złączono i wszystko działa, ale trzeba zrobić mocny refactor Planszy bo za dużo niewiadomo skąd biorących się pętli 2024-12-13 20:05:11 +01:00
fdf67f4bc2 Merge remote-tracking branch 'origin/serduszka'
# Conflicts:
#	CMakeLists.txt
#	headers/Actor.h
#	headers/Plansza.h
#	headers/Player.h
#	sources/Plansza.cpp
#	sources/Player.cpp
2024-12-13 19:48:39 +01:00
8b4b25747e Zmiana sposobu tworzenia gracza.
Użyto singleton pattern.
Zmieniono konstruktor klasy Plansza
2024-12-13 13:36:41 +01:00
3f4a937257 Zamiana tekstur 2024-12-13 09:34:40 +01:00
d87143d98b Drobne poprawki 2024-12-13 09:16:03 +01:00
1298bab79a Usunięcie zbędnych rzeczy 2024-12-12 22:51:25 +01:00
9929a5dd40 Merge remote-tracking branch 'origin/5PrzeciwnikowWmiareDziala'
# Conflicts:
#	headers/Plansza.h
#	sources/Plansza.cpp
2024-12-12 22:28:09 +01:00
da33fcc718 Adjustin hearts to be in right upper corner due to score counter in left upper corner 2024-12-10 20:37:10 +01:00
74c739a09e Dodano podstawowy licznik 2024-12-10 20:30:31 +01:00
71f8ebe285 Statek miga
przy uderzeniu w meteoryt
2024-12-06 15:16:57 +01:00
2f9e0ba236 Serduszka działają
do zrobienia jeszcze animacja uderzenia się w meteoryt (miganie) i wybuch statku przy uderzeniu się w meteoryt po raz trzeci
2024-12-06 12:24:39 +01:00
3b637508e1 Added heart and spawn of them 2024-12-05 14:52:00 +01:00
25 changed files with 506 additions and 358 deletions

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@@ -40,6 +40,8 @@ add_executable(LotoStatek main.cpp
sources/Wiazkowiec.cpp
headers/Beam.h
sources/Beam.cpp
headers/Heart.hpp
sources/Heart.cpp
)
if(WIN32)

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@@ -5,17 +5,19 @@
#include "SFML/Graphics/Texture.hpp"
#include "Bullet.h"
#include "Position.h"
#include "SFML/System/Clock.hpp"
class Actor {
public:
Actor(int x, int y, const sf::Texture& texture);
void loadTexture(std::string path);
sf::Sprite& getSprite();
unsigned int getHP();
Position getPosition();
std::vector<Bullet>& getBullets();
virtual void move(float deltaX, float deltaY) = 0;
virtual void moveLeft() = 0;
@@ -24,23 +26,23 @@ public:
virtual void moveDown() = 0;
virtual void shoot() = 0;
std::vector<Bullet>& getBullets();
void updateBullets();
void setMovingSpeed(float speed);
void dealDamage();
void healUP();
protected:
Position position;
sf::Sprite actorSprite;
sf::Texture actorTexture;
sf::Texture bulletTextureLeft;
sf::Texture bulletTextureRight;
Position position;
unsigned int hp;
sf::Texture bulletTexture;
sf::Texture rocketTexture;
std::vector<Bullet> bullets;
sf::Clock damageDealClock;
int hp;
unsigned int damage;
unsigned int firerate;
float moving_speed;
std::vector<Bullet> bullets;
};
#endif //ACTOR_H

14
headers/Heart.hpp Normal file
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@@ -0,0 +1,14 @@
#ifndef LOTOSTATEK_HEART_HPP
#define LOTOSTATEK_HEART_HPP
#include "SFML/Graphics/Texture.hpp"
#include "SFML/Graphics/Sprite.hpp"
#include "ObjectItem.hpp"
class Heart : public ObjectItem {
public:
Heart(float x, float y, sf::Texture &texture);
void update();
};
#endif //LOTOSTATEK_HEART_HPP

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@@ -1,75 +1,85 @@
#ifndef PLANSZA_H
#define PLANSZA_H
#include "SFML/System/Clock.hpp"
#include "SFML/Graphics/RenderWindow.hpp"
#include "Meteor.h"
#include "Enemy.h"
#include "AdvancedEnemy.h"
#include "Bomber.h"
#include "Kamikadze.h"
#include "Wiazkowiec.h"
#include "Beam.h"
#include "RandomNumberGenerator.h"
#include "SFML/System/Clock.hpp"
#include "SFML/Graphics/RenderWindow.hpp"
#include "Size.h"
#include <memory>
#include "Player.h"
#include "Background.h"
#include "AudioManager.h"
#include "Meteor.h"
#include "Plansza.h"
#include "Heart.hpp"
#include "Size.h"
class Plansza {
public:
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
const sf::Texture& playerTexture, const sf::Texture& playerBulletTexture, const sf::Texture& playerRocketTexture);
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow);
Size getSize();
std::vector<Meteor> &getMeteors();
void spawn_meteor();
void spawn_hearts();
void update_meteors();
void update_hearts();
void update();
void spawn_enemy();
void update_score();
void setOutOfBounds(bool status);
void spawn_player();
void spawn_enemy();
void spawn_advanced_enemy();
void spawn_wiazkowiec();
void spawn_bomber();
void spawn_kamikadze();
~Plansza() {
delete ship; // usuwanie wskaźnika ship
}
private:
Size size;
Background background;
Player ship;
AudioManager audioManager;
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture enemyBulletTexture;
sf::Texture WiazkaTexture;
sf::Texture BombaTexture;
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
sf::Texture enemyTexture;
sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture;
sf::Texture KamikadzeTexture;
sf::Texture WiazkowiecTexture;
Player *ship;
Size size;
sf::RenderWindow *window;
sf::Font font;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock spawnClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
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 KamikadzeTexture;
sf::Texture WiazkowiecTexture;
sf::Texture WiazkaTexture;
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture heartTexture;
sf::Texture heartTextureGray;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
std::vector<Meteor> meteors;
sf::RenderWindow *window;
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
bool gameOver = false;
unsigned int score = 0;
};
#endif //PLANSZA_H

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@@ -9,9 +9,17 @@
#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, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
void setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
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);
@@ -21,18 +29,21 @@ public:
void moveUp() override;
void moveDown() override;
void takeDamage();
bool isAlive() const;
void update();
std::vector<Rocket>& getRockets();
void loadTexture();
private:
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
std::vector<Rocket> rockets;
sf::Texture rocketTexture;
int health = 3; // Liczba punktów życia gracza
sf::Texture bulletTexture;
bool isImmortal = false; // flaga na immortal
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
};

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@@ -3,16 +3,8 @@
#include "headers/Plansza.h"
int main()
{
int main() {
std::clog << "Game started\n";
sf::Texture playerTexture, playerBulletTexture, playerRocketTexture;
if (!playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png") ||
!playerBulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png") ||
!playerRocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png")) {
std::cerr << "Failed to load player textures!" << std::endl;
return -1;
}
sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
mainWindow.setVerticalSyncEnabled(true);
mainWindow.setFramerateLimit(60);
@@ -22,8 +14,7 @@ int main()
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow,playerTexture, playerBulletTexture, playerRocketTexture);
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow);
while (mainWindow.isOpen()) {
mainWindow.clear();
@@ -31,7 +22,7 @@ int main()
// Tu są handlowane eventy
sf::Event event{};
while (mainWindow.pollEvent(event)) {
if(event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
mainWindow.close();
}

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@@ -10,14 +10,6 @@ Actor::Actor(int x, int y, const sf::Texture& texture) {
actorSprite.setPosition(float(x), float(y));
}
void Actor::loadTexture(std::string path) {
actorTexture.loadFromFile(path);
actorSprite.setTexture(actorTexture);
bulletTextureLeft.loadFromFile("../assets/img/bullets/bullet_pink.png");
bulletTextureRight.loadFromFile("../assets/img/rockets/Rocket_111.png");
}
sf::Sprite &Actor::getSprite() {
if (!actorSprite.getTexture()) {
std::cerr << "actorSprite has no texture set!" << std::endl;
@@ -29,6 +21,25 @@ Position Actor::getPosition() {
return {position.x, position.y};
}
unsigned int Actor::getHP() {
return hp;
}
void Actor::dealDamage() {
if(damageDealClock.getElapsedTime().asSeconds() > 1.5) {
if(hp > 0) {
hp--;
}
damageDealClock.restart();
}
}
void Actor::healUP() {
if(hp < 3){
hp++;
}
}
std::vector<Bullet> &Actor::getBullets() {
return bullets;
}
@@ -47,4 +58,4 @@ void Actor::updateBullets() {
void Actor::setMovingSpeed(float speed) {
moving_speed = speed;
}
}

23
sources/Heart.cpp Normal file
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@@ -0,0 +1,23 @@
#include "../headers/Heart.hpp"
Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
outOfBounds = false;
texture = texture;
sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setPosition(x, y);
movingSpeed = 3.0f;
// sprite.scale(0.05f, 0.05f);
position.x = x;
position.y = y;
rotationSpeed = 0;
}
void Heart::update() {
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
position.y += int(movingSpeed); // przesunięcie pozycji
// sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
if(position.y > 900) {
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
}
}

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@@ -1,22 +1,37 @@
#include <random>
#include <iostream>
#include "../headers/Plansza.h"
#include "../headers/ObjectItem.hpp"
#include "../headers/RandomNumberGenerator.h"
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
const sf::Texture& playerTexture,
const sf::Texture& playerBulletTexture,
const sf::Texture& playerRocketTexture)
: background("../assets/img/background/background.png", 2.0f),
ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100,
playerTexture, playerBulletTexture, playerRocketTexture) {
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
: background("../assets/img/background/background.png", 2.0f) {
window = mainWindow;
size.height = static_cast<int>(windowHeight);
size.width = static_cast<int>(windowWidth);
try {
playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
// Ładowanie tekstur wrogów
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
BomberEnemyTexture.loadFromFile("../assets/img/enemy/bomber.png");
KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png");
} catch (std::exception &e) {
std::cerr << "Failed to load textures: " << e.what() << std::endl;
exit(-500);
}
ship.setMovingSpeed(8);
ship.setFirerate(200);
score = 0;
// Wczytywanie czcionki dla licznika punktów
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
audioManager.loadBackgroundMusic("../assets/music/background.ogg");
audioManager.playBackgroundMusic();
@@ -25,206 +40,218 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
// Ładowanie tekstur wrogów
if (!enemyTexture.loadFromFile("../assets/img/enemy/enemy.png")) {
std::cerr << "Failed to load enemy texture!" << std::endl;
exit(-1);
}
if (!advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png")) {
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
if (!BomberEnemyTexture.loadFromFile("../assets/img/enemy/bomber.png")) {
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
if (!KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png")) {
std::cerr << "Failed to load advanced enemy texture!" << std::endl;
exit(-1);
}
if (!BombaTexture.loadFromFile("../assets/img/bullets/bomba.png")) {
std::cerr << "Failed to load BombaTexture!" << std::endl;
exit(-1);
}
if (!WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png")) {
std::cerr << "Failed to load Wiazkowiec texture!" << std::endl;
exit(-1);
}
heartTexture.loadFromFile("../assets/img/hearts/heart.png");
heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats.emplace_back(sf::Sprite(heartTexture));
heartStats[0].setPosition(565, 10);
heartStats[1].setPosition(530, 10);
heartStats[2].setPosition(495, 10);
meteorSpawnClock.restart();
spawn_player();
spawnClock.restart();
}
// TODO: Refactor tej metody bo rozrosła się za bardzo już
void Plansza::update() {
// tło
background.update();
background.draw(*window);
background.update();
background.draw(*window);
// poruszanie się statkiem
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
if(ship.getPosition().x > 50) {
ship.moveLeft();
}
// poruszanie się statkiem
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
if (ship->getPosition().x > 50) {
ship->moveLeft();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
if(ship.getPosition().y > 80) {
ship.moveUp();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
if (ship->getPosition().y > 80) {
ship->moveUp();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
if(ship.getPosition().y < 720) {
ship.moveDown();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
if (ship->getPosition().y < 720) {
ship->moveDown();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
if(ship.getPosition().x < 550) {
ship.moveRight();
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
if (ship->getPosition().x < 550) {
ship->moveRight();
}
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
ship.shoot();
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
ship.alternate_shoot();
audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
}
// generowanie nowego meteoru
ship.update();
spawn_meteor();
spawn_enemy();
spawn_advanced_enemy();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
// utrzymanie meteorów i pocisków w ruchu
for (auto& meteor : getMeteors()) {
meteor.update();
window->draw(meteor.getSprite());
}
for (auto& bullet : ship.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
for (auto& rocket : ship.getRockets()) {
rocket.update();
window->draw(rocket.getSprite());
}
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
update_meteors();
ship.updateBullets();
window->draw(ship.getSprite());
// trochę dziwny sposób ale jednak działa
for (auto& meteor : getMeteors()) {
if(ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
std::cout << "You lost the game!\n";
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
sf::Text text("Your ship is destroyed!", font, 24);
text.setFillColor(sf::Color::Red);
text.setPosition(50, 80);
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
audioManager.playSoundEffect("fail", 70.f);
audioManager.stopBackgroundMusic();
sf::Event event{};
while (errorWindow.isOpen()) {
while (errorWindow.pollEvent(event)) {
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
errorWindow.close();
window->close();
exit(-2);
}
}
errorWindow.clear();
errorWindow.draw(text);
errorWindow.display();
}
}
}
if (!ship.isAlive()) {
std::cout << "Game Over! Player is dead." << std::endl;
std::cout << "You lost the game!\n";
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
sf::Text text("Your ship is destroyed!", font, 24);
text.setFillColor(sf::Color::Red);
text.setPosition(50, 80);
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
audioManager.playSoundEffect("fail", 70.f);
audioManager.stopBackgroundMusic();
sf::Event event{};
while (errorWindow.isOpen()) {
while (errorWindow.pollEvent(event)) {
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
errorWindow.close();
window->close();
exit(-2);
}
}
errorWindow.clear();
errorWindow.draw(text);
errorWindow.display();
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
bool meteorHit = false;
for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end(); ) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getBullets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
ship->shoot();
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
ship->alternate_shoot();
audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
bool meteorHit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end(); ) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship.getRockets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
// generowanie nowego meteoru
ship->update(); // migotanie statku
update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów
spawn_meteor();
spawn_hearts();
spawn_enemy();
spawn_advanced_enemy();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) {
meteor.update();
window->draw(meteor.getSprite());
}
for (auto &heart: hearts) {
heart.update();
window->draw(heart.getSprite());
}for (auto &bullet: ship->getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
for (auto &rocket: ship->getRockets()) {
rocket.update();
window->draw(rocket.getSprite());
}
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
update_meteors();
update_hearts();
ship->updateBullets();
ship->update();
window->draw(ship->getSprite());
for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship->takeDamage();
}
}
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship->healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship->getBullets().begin(); rocketIt != ship->getBullets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship->getBullets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship->getRockets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
if (gameOver) {
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
std::cerr << "Error loading font\n";
exit(-500);
}
sf::Text text("Your ship is destroyed!", font, 24);
text.setFillColor(sf::Color::Red);
text.setPosition(50, 80);
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
audioManager.playSoundEffect("fail", 70.f);
audioManager.stopBackgroundMusic();
sf::Event event{};
while (errorWindow.isOpen()) {
while (errorWindow.pollEvent(event)) {
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
errorWindow.close();
window->close();
exit(-2);
}
}
errorWindow.clear();
errorWindow.draw(text);
errorWindow.display();
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
ship->getBullets().erase(bulletIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++bulletIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
bool meteorHit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship->getRockets().erase(rocketIt);
meteorIt = getMeteors().erase(meteorIt);
meteorHit = true;
break;
} else {
++rocketIt;
}
}
if (!meteorHit) {
++meteorIt;
}
}
// Ruch i render przeciwnika
for (auto it = enemies.begin(); it != enemies.end();) {
it->update(); // Aktualizacja kierunku i ruchu
@@ -269,16 +296,16 @@ void Plansza::update() {
for (auto it = KEnemies.begin(); it != KEnemies.end();) {
sf::Vector2f playerPosition = ship.getSprite().getPosition(); // Aktualna pozycja gracza
sf::Vector2f playerPosition = ship->getSprite().getPosition(); // Aktualna pozycja gracza
bool playerHit = false;
it->update(playerPosition);
// Wybuch, gdy Kamikadze dotknie gracza
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
it->explode(playerPosition, playerHit);
if (playerHit) {
ship.takeDamage(); // Gracz otrzymuje obrażenia
ship->takeDamage(); // Gracz otrzymuje obrażenia
std::cout << "Gracz został trafiony przez eksplozję Kamikadze!" << std::endl;
}
}
@@ -300,10 +327,10 @@ void Plansza::update() {
// Obsługa pocisków zaawansowanych przeciwników
for (auto& aEnemy : AEnemies) {
for (auto &aEnemy: AEnemies) {
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship.takeDamage(); // Zadanie obrażeń graczowi
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Zadanie obrażeń graczowi
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
@@ -312,10 +339,10 @@ void Plansza::update() {
}
// Obsługa bomb
for (auto& aEnemy : BEnemies) {
for (auto &aEnemy: BEnemies) {
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship.takeDamage(); // Zadanie obrażeń graczowi
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Zadanie obrażeń graczowi
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
@@ -324,39 +351,36 @@ void Plansza::update() {
}
for (auto& enemy : enemies) {
for (auto &enemy: enemies) {
enemy.shoot();
enemy.updateBullets();
for (auto& bullet : enemy.getBullets()) {
for (auto &bullet: enemy.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
}
for (auto& advancedEnemy : AEnemies) {
for (auto &advancedEnemy: AEnemies) {
advancedEnemy.updateBullets(); // Obsługuje pociski zaawansowanych przeciwników
for (auto& bullet : advancedEnemy.getBullets()) {
for (auto &bullet: advancedEnemy.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
}
for (auto& bomberEnemy : BEnemies) {
for (auto &bomberEnemy: BEnemies) {
bomberEnemy.updateBullets(); // Obsługuje bomby
for (auto& bullet : bomberEnemy.getBullets()) {
for (auto &bullet: bomberEnemy.getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
}
}
for (auto& enemy : enemies) {
for (auto &enemy: enemies) {
for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Kolizja wykryta
std::cout << "Player hit by enemy bullet!\n";
ship.takeDamage();
ship->takeDamage();
// Usuwanie pocisku
it = enemy.getBullets().erase(it);
} else {
@@ -365,16 +389,16 @@ void Plansza::update() {
}
}
for (auto& bomberEnemy : BEnemies) {
for (auto &bomberEnemy: BEnemies) {
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
bool bulletDestroyed = false;
// Kolizja pocisku gracza z pociskiem Bombera
for (auto playerBulletIt = ship.getBullets().begin(); playerBulletIt != ship.getBullets().end();) {
for (auto playerBulletIt = ship->getBullets().begin(); playerBulletIt != ship->getBullets().end();) {
if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i pocisk gracza
it = bomberEnemy.getBullets().erase(it);
playerBulletIt = ship.getBullets().erase(playerBulletIt);
playerBulletIt = ship->getBullets().erase(playerBulletIt);
bulletDestroyed = true;
break;
} else {
@@ -384,11 +408,11 @@ void Plansza::update() {
// Kolizja rakiety gracza z pociskiem Bombera
if (!bulletDestroyed) {
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i rakietę gracza
it = bomberEnemy.getBullets().erase(it);
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
bulletDestroyed = true;
break;
} else {
@@ -399,9 +423,9 @@ void Plansza::update() {
// Jeśli pocisk Bombera przetrwał dotychczasowe sprawdzenia, wykonaj inne działania
if (!bulletDestroyed) {
if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Kolizja pocisku Bombera z graczem
ship.takeDamage();
ship->takeDamage();
it = bomberEnemy.getBullets().erase(it);
} else {
++it;
@@ -410,12 +434,12 @@ void Plansza::update() {
}
}
for (auto& wiazkowiec : WEnemies) {
for (auto &wiazkowiec: WEnemies) {
wiazkowiec.update();
if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) {
if (ship.getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
ship.takeDamage(); // Gracz otrzymuje obrażenia
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia
}
}
@@ -424,7 +448,7 @@ void Plansza::update() {
}
// Usuwanie pocisków, które są poza ekranem srednio to dziala
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
if (bulletIt->isOutOfBounds()) {
bulletIt = enemyIt->getBullets().erase(bulletIt); // Usuwamy pocisk, który wyszedł poza ekran
@@ -439,9 +463,9 @@ void Plansza::update() {
// Kolizje między pociskami gracza a przeciwnikami
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
enemyIt->takeDamage();
hit = true;
break;
@@ -458,9 +482,9 @@ void Plansza::update() {
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
advancedIt->takeDamage();
hit = true;
break;
@@ -477,9 +501,9 @@ void Plansza::update() {
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
bomberIt->takeDamage();
hit = true;
break;
@@ -496,9 +520,9 @@ void Plansza::update() {
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
kamikadzeIt->takeDamage();
hit = true;
break;
@@ -515,9 +539,9 @@ void Plansza::update() {
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
bool hit = false;
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship.getBullets().erase(bulletIt);
bulletIt = ship->getBullets().erase(bulletIt);
wiazkowiecIt->takeDamage();
hit = true;
break;
@@ -537,9 +561,9 @@ void Plansza::update() {
//oblsuga dla rakiety
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
bool hit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
enemyIt->takeDamage();
hit = true;
break;
@@ -556,9 +580,9 @@ void Plansza::update() {
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
bool hit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
advancedIt->takeDamage();
hit = true;
break;
@@ -575,9 +599,9 @@ void Plansza::update() {
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
bool hit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
bomberIt->takeDamage();
hit = true;
break;
@@ -594,9 +618,9 @@ void Plansza::update() {
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
bool hit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
kamikadzeIt->takeDamage();
hit = true;
break;
@@ -613,9 +637,9 @@ void Plansza::update() {
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
bool hit = false;
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship.getRockets().erase(rocketIt);
rocketIt = ship->getRockets().erase(rocketIt);
wiazkowiecIt->takeDamage();
hit = true;
break;
@@ -631,34 +655,79 @@ void Plansza::update() {
}
}
// Statystyka życia gracza (wyświetlanie)
switch (ship->getHP()) {
case 0:
heartStats[0].setTexture(heartTextureGray);
heartStats[1].setTexture(heartTextureGray);
heartStats[2].setTexture(heartTextureGray);
gameOver = true;
break;
case 1:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTextureGray);
heartStats[2].setTexture(heartTextureGray);
break;
case 2:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTextureGray);
break;
case 3:
heartStats[0].setTexture(heartTexture);
heartStats[1].setTexture(heartTexture);
heartStats[2].setTexture(heartTexture);
break;
}
// Meteor-related niżej
void Plansza::spawn_meteor() {
if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
if(rand() % 2 == 1) {
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, meteorTexture2);
} else {
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, meteorTexture1);
}
}
spawnClock.restart();
for (const auto& heart: heartStats) {
window->draw(heart);
}
}
// Meteor-related niżej
void Plansza::update_meteors() {
// usuwanie meteorów które wyleciały poza ekran
for (auto& meteor : meteors) {
if(meteor.getStatus()) {
for (auto &meteor: meteors) {
if (meteor.getStatus()) {
meteors.erase(meteors.begin());
}
}
}
void Plansza::spawn_meteor() {
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
if (rand() % 2 == 1) {
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
} else {
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture1);
}
}
meteorSpawnClock.restart();
}
}
void Plansza::spawn_hearts() {
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (hearts.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
}
heartSpawnClock.restart();
}
}
void Plansza::spawn_player() {
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
ship->loadTexture();
ship->setMovingSpeed(8);
ship->setFirerate(200);
}
void Plansza::spawn_enemy() {
if (enemySpawnClock.getElapsedTime().asSeconds() >= 110) { // Spawn co 10 sekund
if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
enemies.emplace_back(spawnX, -50, enemyTexture);
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
@@ -668,7 +737,7 @@ void Plansza::spawn_enemy() {
}
void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 80) { // Spawn co 10 sekund
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 20) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
@@ -677,7 +746,7 @@ void Plansza::spawn_advanced_enemy() {
}
void Plansza::spawn_bomber() {
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 30) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
@@ -688,7 +757,7 @@ void Plansza::spawn_bomber() {
}
void Plansza::spawn_kamikadze() {
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 220) { // Spawn co 10 sekund
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 40) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
@@ -697,7 +766,7 @@ void Plansza::spawn_kamikadze() {
}
void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 110) { // Spawn co 10 sekund
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture);
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
@@ -708,7 +777,14 @@ void Plansza::spawn_wiazkowiec() {
}
void Plansza::update_hearts() {
// usuwanie serduszek które wyleciały poza ekran
for (auto& heart : hearts) {
if(heart.getStatus()) {
hearts.erase(hearts.begin());
}
}
}
Size Plansza::getSize() {
return size;
@@ -718,5 +794,15 @@ std::vector<Meteor> &Plansza::getMeteors() {
return meteors;
}
// TODO: naliczanie punktów za zabicie wrogów
void Plansza::update_score() {
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
score++;
scoreClock.restart();
}
sf::Text text(std::to_string(score), font, 24);
text.setFillColor(sf::Color::White);
text.setPosition(25, 25);
window->draw(text);
}

View File

@@ -1,3 +1,5 @@
#include <utility>
#include "../headers/Player.h"
#include <iostream>
@@ -5,16 +7,22 @@
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Text.hpp>
#include "../headers/Bullet.h"
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 3;
}
Player::Player(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture) : Actor(x, y, texture), bulletTexture(bulletTexture), rocketTexture(rocketTexture) {
Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
if (player_ == nullptr) {
player_ = new Player(x, y, texture);
}
return player_;
}
};
void Player::setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture) {
this->actorSprite.setTexture(shipTexture); // Poprawiona nazwa - actorSprite zamiast shipSprite
this->bulletTexture = bulletTexture;
this->rocketTexture = rocketTexture;
void Player::loadTexture() {
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
damageDealClock.restart();
originalColor = actorSprite.getColor();
}
void Player::shoot() {
@@ -55,26 +63,14 @@ void Player::update() {
void Player::takeDamage() {
if (!isImmortal) {
if (health > 0) {
health--;
std::cout << "Player hit! Remaining health: " << health << "\n";
if (hp > 0) {
hp--;
isImmortal = true; // Aktywuj chwilową nieśmiertelność
immortalityClock.restart();
if (health <= 0) {
std::cout << "Player has been destroyed!\n";
std::cout << "You lost the game!\n";
}
}
}
}
bool Player::isAlive() const {
return health > 0;
}
void Player::setFirerate(unsigned int firerate) {
this->firerate = firerate;
}
@@ -106,3 +102,5 @@ void Player::moveDown() {
std::vector<Rocket> &Player::getRockets() {
return rockets;
}
Player* Player::player_ = nullptr;