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refactor
| Author | SHA1 | Date | |
|---|---|---|---|
| 6b45443c75 | |||
| c4c83382c3 | |||
| 0a5a26208a | |||
| 76203a8b29 | |||
| 36984b859f | |||
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| 5459b97e74 | |||
| 94eddb457f | |||
| 9432cd94fe | |||
| 34424da9d6 | |||
| 80a4b1b397 | |||
| fdf67f4bc2 | |||
| 8b4b25747e | |||
| 3f4a937257 | |||
| d87143d98b | |||
| 1298bab79a | |||
| 9929a5dd40 | |||
| da33fcc718 | |||
| 74c739a09e | |||
| 71f8ebe285 | |||
| 2f9e0ba236 | |||
| 3b637508e1 |
@@ -40,6 +40,8 @@ add_executable(LotoStatek main.cpp
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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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)
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if(WIN32)
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 2.1 KiB |
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Before Width: | Height: | Size: 8.3 KiB After Width: | Height: | Size: 1.7 KiB |
BIN
assets/img/bullets/old/bomba.png
Normal file
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After Width: | Height: | Size: 11 KiB |
BIN
assets/img/bullets/old/enemy_bullet.png
Normal file
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After Width: | Height: | Size: 8.3 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 30 KiB |
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 32 KiB |
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 20 KiB |
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Before Width: | Height: | Size: 6.1 KiB After Width: | Height: | Size: 21 KiB |
BIN
assets/img/enemy/old/advanced_enemy.png
Normal file
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After Width: | Height: | Size: 12 KiB |
BIN
assets/img/enemy/old/bomber.png
Normal file
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After Width: | Height: | Size: 11 KiB |
BIN
assets/img/enemy/old/enemy.png
Normal file
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After Width: | Height: | Size: 18 KiB |
BIN
assets/img/enemy/old/kamikadze.png
Normal file
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After Width: | Height: | Size: 6.1 KiB |
BIN
assets/img/enemy/old/wiazkowiec.png
Normal file
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After Width: | Height: | Size: 7.9 KiB |
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Before Width: | Height: | Size: 7.9 KiB After Width: | Height: | Size: 28 KiB |
BIN
assets/img/hearts/heart_gray.png
Normal file
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After Width: | Height: | Size: 958 B |
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Before Width: | Height: | Size: 773 B |
BIN
assets/ship/nova.png
Normal file
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After Width: | Height: | Size: 154 KiB |
BIN
assets/ship/pulsar.png
Normal file
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After Width: | Height: | Size: 188 KiB |
BIN
assets/ship/zenith.png
Normal file
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After Width: | Height: | Size: 221 KiB |
@@ -5,17 +5,18 @@
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#include "SFML/Graphics/Texture.hpp"
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#include "Bullet.h"
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#include "Position.h"
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#include "SFML/System/Clock.hpp"
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class Actor {
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public:
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Actor(int x, int y, const sf::Texture& texture);
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void loadTexture(std::string path);
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virtual ~Actor() = default;
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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();
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virtual void move(float deltaX, float deltaY) = 0;
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virtual void moveLeft() = 0;
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@@ -24,23 +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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#endif //ACTOR_H
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@@ -3,8 +3,6 @@
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#include "Enemy.h"
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#include <cmath>
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enum class DirectionA {
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Up,
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Down,
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@@ -2,27 +2,16 @@
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#define LOTOSTATEK_BEAM_H
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#include <SFML/Graphics.hpp>
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#include "Position.h"
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class Beam {
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public:
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Beam(float x, float y, float width, float height, const sf::Color& color);
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void draw(sf::RenderWindow &window);
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void update();
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void render(sf::RenderWindow& window);
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sf::FloatRect getBounds() const;
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bool isVisible() const;
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void setVisible(bool visible);
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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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void setRotation(float angle);
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private:
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sf::RectangleShape beamShape;
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bool visible;
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sf::Texture beamTexture;
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sf::Sprite beamSprite;
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};
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@@ -2,14 +2,11 @@
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#define LOTOSTATEK_BULLET_H
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#include "Projectile.h"
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#include "SFML/Graphics/Texture.hpp"
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class Bullet : public Projectile {
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public:
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Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
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void update() override;
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private:
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float directionY;
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};
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13
headers/Heart.hpp
Normal file
@@ -0,0 +1,13 @@
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#ifndef LOTOSTATEK_HEART_HPP
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#define LOTOSTATEK_HEART_HPP
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#include "SFML/Graphics/Texture.hpp"
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#include "ObjectItem.hpp"
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class Heart : public ObjectItem {
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public:
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Heart(float x, float y, sf::Texture &texture);
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void update() override;
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};
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#endif //LOTOSTATEK_HEART_HPP
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@@ -8,7 +8,7 @@
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class Meteor : public ObjectItem {
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public:
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Meteor(float x, float y, sf::Texture &texture);
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Meteor(float x, float y, sf::Texture &texture_);
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void update();
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};
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@@ -12,7 +12,7 @@ public:
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bool getStatus();
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virtual void update() = 0;
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protected:
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sf::Texture texture;
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sf::Texture texture_;
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sf::Sprite sprite;
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Position position;
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float rotationSpeed;
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@@ -1,75 +1,93 @@
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#ifndef PLANSZA_H
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#define PLANSZA_H
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#include "SFML/System/Clock.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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#include "Meteor.h"
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#include "Enemy.h"
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#include "AdvancedEnemy.h"
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#include "Bomber.h"
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#include "Kamikadze.h"
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#include "Wiazkowiec.h"
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#include "Beam.h"
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#include "RandomNumberGenerator.h"
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#include "SFML/System/Clock.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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#include "Size.h"
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#include <memory>
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#include "Player.h"
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#include "Background.h"
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#include "AudioManager.h"
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#include "Meteor.h"
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#include "Plansza.h"
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#include "Heart.hpp"
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#include "Size.h"
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enum ships{
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nova,
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pulsar,
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zenith,
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none
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};
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class Plansza {
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public:
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Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
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const sf::Texture& playerTexture, const sf::Texture& playerBulletTexture, const sf::Texture& playerRocketTexture);
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Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip);
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Size getSize();
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void spawn_hearts();
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void update_meteors();
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void update_hearts();
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void update();
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void update_score();
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void spawn_player();
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void spawn_enemy();
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void setOutOfBounds(bool status);
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void spawn_advanced_enemy();
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void spawn_wiazkowiec();
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void spawn_bomber();
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void spawn_kamikadze();
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~Plansza() {
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delete ship; // usuwanie wskaźnika ship
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}
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static ships selectedShip;
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static unsigned int score;
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private:
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Size size;
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Background background;
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Player ship;
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AudioManager audioManager;
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture enemyBulletTexture;
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sf::Texture WiazkaTexture;
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sf::Texture BombaTexture;
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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sf::Texture enemyTexture;
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sf::Texture advancedEnemyTexture;
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sf::Texture BomberEnemyTexture;
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sf::Texture KamikadzeTexture;
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sf::Texture WiazkowiecTexture;
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Player *ship;
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Size size;
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sf::RenderWindow *window;
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sf::Font font;
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sf::Clock meteorSpawnClock;
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sf::Clock heartSpawnClock;
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sf::Clock spawnClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Kamikadze> KEnemies;
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std::vector<Wiazkowiec> WEnemies;
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sf::Clock enemySpawnClock;
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sf::Clock AenemySpawnClock;
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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sf::Texture enemyTexture;
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sf::Texture enemyBulletTexture;
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sf::Texture advancedEnemyTexture;
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sf::Texture BomberEnemyTexture;
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sf::Texture BombaTexture;
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sf::Texture KamikadzeTexture;
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sf::Texture WiazkowiecTexture;
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sf::Texture WiazkaTexture;
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture heartTexture;
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sf::Texture heartTextureGray;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Kamikadze> KEnemies;
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std::vector<Wiazkowiec> WEnemies;
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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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std::vector<Heart> hearts;
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std::vector<sf::Sprite> heartStats;
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bool gameOver = false;
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};
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#endif //PLANSZA_H
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@@ -9,9 +9,17 @@
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#include "Rocket.h"
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class Player : public Actor {
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// Zgodnie z refactoring.guru singleton pattern
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// https://refactoring.guru/design-patterns/singleton/cpp/example
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protected:
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Player(int x, int y, const sf::Texture &texture);
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static Player* player_;
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public:
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Player(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
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void setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
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Player(Player &other) = delete;
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void operator=(const Player &) = delete;
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static Player* getInstance(int x, int y, const sf::Texture &texture);
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// Tu się kończy definicja singletona
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void shoot() override;
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void alternate_shoot();
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void setFirerate(unsigned int firerate);
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@@ -21,18 +29,21 @@ public:
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void moveUp() override;
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void moveDown() override;
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void takeDamage();
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bool isAlive() const;
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void update();
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std::vector<Rocket>& getRockets();
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void loadTexture();
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private:
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std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::vector<Rocket> rockets;
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sf::Texture rocketTexture;
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int health = 3; // Liczba punktów życia gracza
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sf::Texture bulletTexture;
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bool isImmortal = false; // flaga na immortal
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sf::Color originalColor;
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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bool isImmortal = false; // flaga na immortal
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};
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@@ -6,4 +6,14 @@ struct Position {
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int y;
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};
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struct PositionU {
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unsigned int x;
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unsigned int y;
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};
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struct PositionF {
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float x;
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float y;
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};
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#endif //LOTOSTATEK_POSITION_H
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@@ -13,42 +13,47 @@ enum class DirectionW {
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class Wiazkowiec : public Actor {
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public:
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Wiazkowiec(int x, int y, const sf::Texture& texture);
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Wiazkowiec(int x, int y, const sf::Texture& texture, sf::RenderWindow *window);
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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 takeDamage();
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void setRandomDirection();
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void checkIfBeamShootOutOfBounds();
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void update();
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void shoot() override;
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void render(sf::RenderWindow &window);
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bool isAlive() const;
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void takeDamage();
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void updateDirection();
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bool isShooting() const;
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const Beam& getBeam() const;
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void setPlanszaHeight(float height, float width);
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void setMapBounds(float width, float height);
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void setPlanszaHeight(int height, int width);
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Beam* getBeam() const;
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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 WiazkaTexture;
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float movementSpeed = 2.0f;
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bool alive = true;
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DirectionW direction = DirectionW::Down;
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Beam beam; // Wiązka
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bool shooting = false;
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sf::Texture beamTexture;
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sf::Clock shootClock;
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sf::Clock shootingClock;
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float beamDuration = 1.0f;
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DirectionW direction = DirectionW::Down;
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Beam *beam; // wskaźnik na wiązkę
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sf::RenderWindow *window_ptr;
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void spawnBeam(); // Tworzy wiązkę
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int planszaHeight = 800;
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int planszaWidth = 600;
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float beamDuration = 1.0f;
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float movementSpeed = 2.0f;
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bool shooting = false;
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bool alive = true;
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};
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#endif //WIAZKOWIEC_H
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167
main.cpp
@@ -3,16 +3,14 @@
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#include "headers/Plansza.h"
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int main()
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{
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ships selectedShip = none;
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void menu();
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int main() {
|
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menu();
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std::clog << "Game started\n";
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sf::Texture playerTexture, playerBulletTexture, playerRocketTexture;
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if (!playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png") ||
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!playerBulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png") ||
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!playerRocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png")) {
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std::cerr << "Failed to load player textures!" << std::endl;
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return -1;
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}
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sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
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mainWindow.setVerticalSyncEnabled(true);
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mainWindow.setFramerateLimit(60);
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@@ -22,8 +20,7 @@ int main()
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mainWindow.setIcon(128, 128, icon.getPixelsPtr());
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|
||||
|
||||
|
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow,playerTexture, playerBulletTexture, playerRocketTexture);
|
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
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|
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while (mainWindow.isOpen()) {
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mainWindow.clear();
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@@ -31,7 +28,7 @@ int main()
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// Tu są handlowane eventy
|
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sf::Event event{};
|
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while (mainWindow.pollEvent(event)) {
|
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if(event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
|
||||
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
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mainWindow.close();
|
||||
}
|
||||
|
||||
@@ -41,4 +38,148 @@ int main()
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void menu() {
|
||||
sf::RenderWindow menuWindow(sf::VideoMode(800, 400), "LotoStatek->Menu");
|
||||
// Ustawienia ikonki okna
|
||||
sf::Image icon;
|
||||
icon.loadFromFile("../assets/img/icon/ikonka.png");
|
||||
menuWindow.setIcon(128, 128, icon.getPixelsPtr());
|
||||
|
||||
// start button
|
||||
sf::RectangleShape startButton(sf::Vector2f(140, 50));
|
||||
startButton.setPosition(50, 20);
|
||||
startButton.setFillColor(sf::Color::White);
|
||||
|
||||
|
||||
sf::Font font;
|
||||
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
||||
std::cerr << "Nie można załadować czcionki\n";
|
||||
exit(-1);
|
||||
}
|
||||
// tekst dla start button
|
||||
sf::Text startText("Start", font, 24);
|
||||
startText.setFillColor(sf::Color::Black);
|
||||
startText.setPosition(startButton.getSize().x / 2 + 20, startButton.getSize().y / 2 + 5);
|
||||
|
||||
|
||||
// exit button
|
||||
sf::RectangleShape exitButton(sf::Vector2f(140, 50));
|
||||
exitButton.setPosition(600, 20);
|
||||
exitButton.setFillColor(sf::Color::White);
|
||||
|
||||
sf::Text exitText("Exit", font, 24);
|
||||
exitText.setFillColor(sf::Color::Black);
|
||||
exitText.setPosition(exitButton.getPosition().x + 45, exitButton.getPosition().y + 10);
|
||||
|
||||
|
||||
sf::Texture pulsarTexture;
|
||||
pulsarTexture.loadFromFile("../assets/ship/pulsar.png");
|
||||
sf::Sprite pulsarSprite(pulsarTexture);
|
||||
pulsarSprite.setPosition(50, 200);
|
||||
pulsarSprite.setScale(0.25f, 0.25f);
|
||||
|
||||
sf::Texture novaTexture;
|
||||
novaTexture.loadFromFile("../assets/ship/nova.png");
|
||||
sf::Sprite novaSprite(novaTexture);
|
||||
novaSprite.setPosition(330, 200);
|
||||
novaSprite.setScale(0.25f, 0.25f);
|
||||
|
||||
sf::Texture zenithTexture;
|
||||
zenithTexture.loadFromFile("../assets/ship/zenith.png");
|
||||
sf::Sprite zenithSprite(zenithTexture);
|
||||
zenithSprite.setPosition(600, 200);
|
||||
zenithSprite.setScale(0.25f, 0.25f);
|
||||
|
||||
sf::RectangleShape pulsarBorder(sf::Vector2f(pulsarSprite.getGlobalBounds().width + 4,
|
||||
pulsarSprite.getGlobalBounds().height + 4));
|
||||
pulsarBorder.setPosition(pulsarSprite.getPosition().x - 2, pulsarSprite.getPosition().y - 2);
|
||||
pulsarBorder.setFillColor(sf::Color::Transparent);
|
||||
pulsarBorder.setOutlineThickness(2);
|
||||
pulsarBorder.setOutlineColor(sf::Color::Transparent);
|
||||
|
||||
sf::RectangleShape novaBorder(sf::Vector2f(novaSprite.getGlobalBounds().width + 4,
|
||||
novaSprite.getGlobalBounds().height + 4));
|
||||
novaBorder.setPosition(novaSprite.getPosition().x - 2, novaSprite.getPosition().y - 2);
|
||||
novaBorder.setFillColor(sf::Color::Transparent);
|
||||
novaBorder.setOutlineThickness(2);
|
||||
novaBorder.setOutlineColor(sf::Color::Transparent);
|
||||
|
||||
sf::RectangleShape zenithBorder(sf::Vector2f(zenithSprite.getGlobalBounds().width + 4,
|
||||
zenithSprite.getGlobalBounds().height + 4));
|
||||
zenithBorder.setPosition(zenithSprite.getPosition().x - 2, zenithSprite.getPosition().y - 2);
|
||||
zenithBorder.setFillColor(sf::Color::Transparent);
|
||||
zenithBorder.setOutlineThickness(2);
|
||||
zenithBorder.setOutlineColor(sf::Color::Transparent);
|
||||
|
||||
while (menuWindow.isOpen()) {
|
||||
sf::Event event{};
|
||||
while (menuWindow.pollEvent(event)) {
|
||||
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
|
||||
menuWindow.close();
|
||||
exit(-2);
|
||||
}
|
||||
|
||||
if (event.type == sf::Event::MouseButtonPressed) {
|
||||
if (event.mouseButton.button == sf::Mouse::Left) {
|
||||
sf::Vector2i mousePos = sf::Mouse::getPosition(menuWindow);
|
||||
if (startButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
std::cout << "Przycisk Start zostal kliknięty\n";
|
||||
menuWindow.close();
|
||||
}
|
||||
if (exitButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
std::cout << "Przycisk Exit zostal kliknięty\n";
|
||||
menuWindow.close();
|
||||
exit(-2);
|
||||
}
|
||||
|
||||
if (pulsarSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
pulsarBorder.setOutlineColor(sf::Color::White);
|
||||
selectedShip = pulsar;
|
||||
} else {
|
||||
pulsarBorder.setOutlineColor(sf::Color::Transparent);
|
||||
}
|
||||
if (novaSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
novaBorder.setOutlineColor(sf::Color::White);
|
||||
selectedShip = nova;
|
||||
} else {
|
||||
novaBorder.setOutlineColor(sf::Color::Transparent);
|
||||
}
|
||||
if (zenithSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
zenithBorder.setOutlineColor(sf::Color::White);
|
||||
selectedShip = zenith;
|
||||
} else {
|
||||
zenithBorder.setOutlineColor(sf::Color::Transparent);
|
||||
}
|
||||
if (!pulsarSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!novaSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!zenithSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!startButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!exitButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
selectedShip = none;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
menuWindow.clear();
|
||||
|
||||
menuWindow.draw(startButton);
|
||||
menuWindow.draw(startText);
|
||||
|
||||
menuWindow.draw(exitButton);
|
||||
menuWindow.draw(exitText);
|
||||
|
||||
menuWindow.draw(pulsarSprite);
|
||||
menuWindow.draw(novaSprite);
|
||||
menuWindow.draw(zenithSprite);
|
||||
|
||||
menuWindow.draw(pulsarBorder);
|
||||
menuWindow.draw(novaBorder);
|
||||
menuWindow.draw(zenithBorder);
|
||||
|
||||
menuWindow.display();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
#include "../headers/AdvancedEnemy.h"
|
||||
#include "../headers/Bullet.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
|
||||
actorSprite.setTexture(texture);
|
||||
enemyBulletTexture = bulletTexture;
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 2000; // Strzela co 2
|
||||
@@ -85,5 +85,6 @@ bool AdvancedEnemy::isAlive() const {
|
||||
void AdvancedEnemy::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 10;
|
||||
}
|
||||
}
|
||||
@@ -2,50 +2,21 @@
|
||||
|
||||
#include <iostream>
|
||||
|
||||
Beam::Beam(float x, float y, float width, float height, const sf::Color& color)
|
||||
: visible(false) {
|
||||
beamShape.setPosition(x, y);
|
||||
beamShape.setSize({width, height});
|
||||
beamShape.setFillColor(color);
|
||||
|
||||
if (!beamTexture.loadFromFile("../assets/img/wiazka/wiazka.png")) {
|
||||
std::cerr << "Błąd! Nie można załadować tekstury wiazka.png" << std::endl;
|
||||
}
|
||||
beamSprite.setTexture(beamTexture);
|
||||
|
||||
if (beamTexture.getSize().x > 0 && beamTexture.getSize().y > 0) {
|
||||
float scaleX = width / beamTexture.getSize().x;
|
||||
float scaleY = height / beamTexture.getSize().y;
|
||||
beamSprite.setScale(scaleX, scaleY);
|
||||
Beam::Beam(int x, int y, const sf::Texture& texture) {
|
||||
beamSprite.setOrigin(beamSprite.getLocalBounds().width/2, beamSprite.getLocalBounds().height/2);
|
||||
if (texture.getSize().x > 0 && texture.getSize().y > 0) {
|
||||
beamSprite.setPosition(x, y);
|
||||
} else {
|
||||
std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl;
|
||||
}
|
||||
|
||||
beamSprite.setTexture(texture);
|
||||
}
|
||||
|
||||
void Beam::draw(sf::RenderWindow& window) {
|
||||
|
||||
window.draw(beamSprite);
|
||||
|
||||
sf::Sprite Beam::getSprite() {
|
||||
return beamSprite;
|
||||
}
|
||||
|
||||
void Beam::update() {
|
||||
}
|
||||
|
||||
void Beam::render(sf::RenderWindow& window) {
|
||||
window.draw(beamSprite);
|
||||
}
|
||||
|
||||
sf::FloatRect Beam::getBounds() const {
|
||||
return beamShape.getGlobalBounds();
|
||||
}
|
||||
|
||||
bool Beam::isVisible() const {
|
||||
return visible;
|
||||
}
|
||||
|
||||
void Beam::setVisible(bool visible) {
|
||||
this->visible = visible;
|
||||
void Beam::setRotation(float angle) {
|
||||
beamSprite.setRotation(angle);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
#include "../headers/Bomber.h"
|
||||
#include "../headers/Bullet.h"
|
||||
#include "../headers/Plansza.h"
|
||||
#include <random>
|
||||
|
||||
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
|
||||
actorSprite.setTexture(texture);
|
||||
BombaTexture = bulletTexture;
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 10000; // Strzela co 10
|
||||
@@ -121,5 +121,6 @@ bool Bomber::isAlive() const {
|
||||
void Bomber::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 15;
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,5 @@
|
||||
#include "../headers/Bullet.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <ostream>
|
||||
|
||||
void Bullet::update() {
|
||||
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
|
||||
sprite.move(0.0f, speed);
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
#include "../headers/Enemy.h"
|
||||
#include "../headers/Bullet.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
actorSprite.setTexture(texture);
|
||||
hp = 1; // Przeciwnik ma 1 punkt życia
|
||||
firerate = 2000; // Strzela co 2
|
||||
moving_speed = 2.0f; // Prędkość
|
||||
@@ -75,5 +75,6 @@ bool Enemy::isAlive() const {
|
||||
void Enemy::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 5;
|
||||
}
|
||||
}
|
||||
|
||||
23
sources/Heart.cpp
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,12 @@
|
||||
#include "../headers/Kamikadze.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <random>
|
||||
|
||||
#include "../headers/Kamikadze.h"
|
||||
#include "../headers/RandomNumberGenerator.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
|
||||
|
||||
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
actorSprite.setTexture(texture);
|
||||
hp = 3; // 3 punkty życia
|
||||
moving_speed = 2.0f; // Prędkość
|
||||
}
|
||||
@@ -130,5 +130,6 @@ bool Kamikadze::isAlive() const {
|
||||
void Kamikadze::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 20;
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
|
||||
outOfBounds = false;
|
||||
texture = texture;
|
||||
texture_ = texture;
|
||||
sprite.setTexture(texture);
|
||||
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||
sprite.setPosition(x, y);
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "../headers/ObjectItem.hpp"
|
||||
|
||||
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
|
||||
Position position_;
|
||||
position_.x = x;
|
||||
position_.y = y;
|
||||
Position position_ = {0,0};
|
||||
position_.x = static_cast<int>(x);
|
||||
position_.y = static_cast<int>(y);
|
||||
position = position_;
|
||||
this->texture = texture;
|
||||
this->texture_ = texture;
|
||||
}
|
||||
|
||||
bool ObjectItem::getStatus() {
|
||||
|
||||
@@ -1,22 +1,47 @@
|
||||
#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, ships selectedShip)
|
||||
: background("../assets/img/background/background.png", 2.0f) {
|
||||
window = mainWindow;
|
||||
size.height = static_cast<int>(windowHeight);
|
||||
size.width = static_cast<int>(windowWidth);
|
||||
|
||||
Plansza::selectedShip = selectedShip;
|
||||
|
||||
ship.setMovingSpeed(8);
|
||||
ship.setFirerate(200);
|
||||
try {
|
||||
if(selectedShip == nova) {
|
||||
playerTexture.loadFromFile("../assets/ship/nova.png");
|
||||
} else if(selectedShip == pulsar) {
|
||||
playerTexture.loadFromFile("../assets/ship/pulsar.png");
|
||||
} else if(selectedShip == zenith) {
|
||||
playerTexture.loadFromFile("../assets/ship/zenith.png");
|
||||
} else {
|
||||
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);
|
||||
}
|
||||
|
||||
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 +50,216 @@ 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(heartTexture);
|
||||
heartStats.emplace_back(heartTexture);
|
||||
heartStats.emplace_back(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();
|
||||
|
||||
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 +304,16 @@ 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 +335,10 @@ 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 +347,10 @@ 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 +359,36 @@ 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 +397,16 @@ 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);
|
||||
ship->getBullets().erase(playerBulletIt);
|
||||
bulletDestroyed = true;
|
||||
break;
|
||||
} else {
|
||||
@@ -384,11 +416,11 @@ 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);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
bulletDestroyed = true;
|
||||
break;
|
||||
} else {
|
||||
@@ -399,9 +431,9 @@ 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;
|
||||
@@ -410,21 +442,21 @@ 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 (wiazkowiec.isShooting()) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getSprite().getGlobalBounds())) {
|
||||
ship->takeDamage(); // Gracz otrzymuje obrażenia
|
||||
}
|
||||
}
|
||||
|
||||
window->draw(wiazkowiec.getSprite());
|
||||
wiazkowiec.render(*window);
|
||||
}
|
||||
|
||||
// TODO: naprawić to co średnio działa
|
||||
// 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 +471,9 @@ 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);
|
||||
ship->getBullets().erase(bulletIt);
|
||||
enemyIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -458,9 +490,9 @@ 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);
|
||||
ship->getBullets().erase(bulletIt);
|
||||
advancedIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -477,9 +509,9 @@ 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);
|
||||
ship->getBullets().erase(bulletIt);
|
||||
bomberIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -496,9 +528,9 @@ 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);
|
||||
ship->getBullets().erase(bulletIt);
|
||||
kamikadzeIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -515,9 +547,9 @@ 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);
|
||||
ship->getBullets().erase(bulletIt);
|
||||
wiazkowiecIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -537,9 +569,9 @@ 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);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
enemyIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -556,9 +588,9 @@ 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);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
advancedIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -575,9 +607,9 @@ 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);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
bomberIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -594,9 +626,9 @@ 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);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
kamikadzeIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -613,9 +645,9 @@ 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);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
wiazkowiecIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
@@ -631,34 +663,81 @@ 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;
|
||||
default:
|
||||
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()) {
|
||||
// usuwanie meteorów, które wyleciały poza ekran
|
||||
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() % 26 + 5) { // randomowy spawn meteorytów od 5 do 30 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 +747,7 @@ 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 +756,7 @@ 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 +767,7 @@ 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;
|
||||
@@ -697,18 +776,27 @@ void Plansza::spawn_kamikadze() {
|
||||
}
|
||||
|
||||
void Plansza::spawn_wiazkowiec() {
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 110) { // 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
|
||||
WEnemies.push_back(wiazkowiec);
|
||||
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
|
||||
WiazkowiecSpawnClock.restart();
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
|
||||
if (WEnemies.size() < 1) {
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
||||
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
|
||||
WEnemies.push_back(wiazkowiec);
|
||||
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
|
||||
WiazkowiecSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
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 +806,18 @@ 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);
|
||||
}
|
||||
|
||||
ships Plansza::selectedShip = none;
|
||||
unsigned int Plansza::score = 0;
|
||||
@@ -2,19 +2,35 @@
|
||||
|
||||
#include <iostream>
|
||||
#include <SFML/Graphics/Font.hpp>
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
|
||||
#include "../headers/Bullet.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
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(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
hp = 3;
|
||||
if(Plansza::selectedShip != none) {
|
||||
actorSprite.setScale(0.20f, 0.20f);
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
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() {
|
||||
try {
|
||||
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
||||
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
damageDealClock.restart();
|
||||
originalColor = actorSprite.getColor();
|
||||
}
|
||||
|
||||
void Player::shoot() {
|
||||
@@ -55,26 +71,14 @@ 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 +110,5 @@ void Player::moveDown() {
|
||||
std::vector<Rocket> &Player::getRockets() {
|
||||
return rockets;
|
||||
}
|
||||
|
||||
Player* Player::player_ = nullptr;
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
void Rocket::update() {
|
||||
sprite.move(0.0f, speed);
|
||||
position.y += int(speed);
|
||||
position.y += static_cast<int>(speed);
|
||||
if(position.y < -100) {
|
||||
outOfBounds = true;
|
||||
}
|
||||
|
||||
@@ -1,56 +1,60 @@
|
||||
#include "../headers/Wiazkowiec.h"
|
||||
#include "../headers/Plansza.h"
|
||||
#include "../headers/RandomNumberGenerator.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "../headers/Bullet.h"
|
||||
#include <random>
|
||||
|
||||
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture& texture) : Actor(x, y, texture), beam(0, 0, 50.f, 50.f, sf::Color::Red) {
|
||||
actorSprite.setTexture(texture);
|
||||
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindow *window) : Actor(x, y, texture),
|
||||
beam(nullptr)
|
||||
{
|
||||
window_ptr = window;
|
||||
|
||||
try {
|
||||
beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 5000; // Strzela co 10
|
||||
moving_speed = 5.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Wiazkowiec::setPlanszaHeight(float height, float width) {
|
||||
void Wiazkowiec::setPlanszaHeight(int height, int width) {
|
||||
planszaHeight = height;
|
||||
planszaWidth = width;
|
||||
}
|
||||
|
||||
void Wiazkowiec::spawnBeam() {
|
||||
float beamX = position.x;
|
||||
float beamY = position.y;
|
||||
float beamWidth = 50.f;
|
||||
float beamHeight = 0.f;
|
||||
int beamX = actorSprite.getPosition().x;
|
||||
int beamY = actorSprite.getPosition().y;
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up:
|
||||
beamHeight = position.y;
|
||||
beamY -= beamHeight;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Down:
|
||||
beamHeight = planszaHeight - position.y;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Left:
|
||||
beamHeight = 50.f;
|
||||
beamWidth = position.x;
|
||||
beamX -= beamWidth;
|
||||
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Right:
|
||||
beamHeight = 50.f;
|
||||
beamWidth = 800 - position.x;
|
||||
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f;
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
break;
|
||||
case DirectionW::Up: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(180);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Down: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Left: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(90);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Right: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(270);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
|
||||
beam.setVisible(true);
|
||||
|
||||
shooting = true;
|
||||
shootingClock.restart();
|
||||
}
|
||||
@@ -59,31 +63,53 @@ void Wiazkowiec::spawnBeam() {
|
||||
void Wiazkowiec::shoot() {
|
||||
if (!shooting) {
|
||||
spawnBeam();
|
||||
std::cout << "Wiazkowiec shot a beam!" << std::endl;
|
||||
}
|
||||
switch (direction) {
|
||||
case DirectionW::Up: {
|
||||
std::cout << "Direction is up" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Down: {
|
||||
std::cout << "Direction is down" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Left: {
|
||||
std::cout << "Direction is left" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Right: {
|
||||
std::cout << "Direction is right" << std::endl;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::setRandomDirection() {
|
||||
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
|
||||
int directionIndex = std::rand() % 4;
|
||||
|
||||
switch (directionIndex) {
|
||||
int whatNumber = rand() % 4;
|
||||
|
||||
switch (whatNumber) {
|
||||
case 0:
|
||||
direction = DirectionW::Up;
|
||||
break;
|
||||
break;
|
||||
case 1:
|
||||
direction = DirectionW::Down;
|
||||
break;
|
||||
break;
|
||||
case 2:
|
||||
direction = DirectionW::Left;
|
||||
break;
|
||||
break;
|
||||
case 3:
|
||||
direction = DirectionW::Right;
|
||||
break;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::updateDirection() {
|
||||
void Wiazkowiec::checkIfBeamShootOutOfBounds() {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
|
||||
|
||||
// Kontrola górnej i dolnej krawędzi
|
||||
@@ -106,17 +132,17 @@ void Wiazkowiec::move(float deltaX, float deltaY) {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
|
||||
|
||||
// Zapobiegaj wyjściu poza poziome granice
|
||||
if (position.x + deltaX < 0) {
|
||||
deltaX = -position.x;
|
||||
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
|
||||
deltaX = planszaWidth - (position.x + spriteBounds.width);
|
||||
if (static_cast<float>(position.x) + deltaX < 0) {
|
||||
deltaX = static_cast<float>(-position.x);
|
||||
} else if (static_cast<float>(position.x) + spriteBounds.width + deltaX > static_cast<float>(planszaWidth)) {
|
||||
deltaX = static_cast<float>(planszaWidth) - (static_cast<float>(position.x) + spriteBounds.width);
|
||||
}
|
||||
|
||||
// Zapobiegaj wyjściu poza pionowe granice
|
||||
if (position.y + deltaY < 0) {
|
||||
deltaY = -position.y;
|
||||
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
|
||||
deltaY = planszaHeight - (position.y + spriteBounds.height);
|
||||
if (static_cast<float>(position.y) + deltaY < 0) {
|
||||
deltaY = static_cast<float>(-position.y);
|
||||
} else if (static_cast<float>(position.y) + spriteBounds.height + deltaY > static_cast<float>(planszaHeight)) {
|
||||
deltaY = static_cast<float>(planszaHeight) - (static_cast<float>(position.y) + spriteBounds.height);
|
||||
}
|
||||
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
@@ -133,42 +159,39 @@ void Wiazkowiec::update() {
|
||||
if (shooting) {
|
||||
// Kontrola zakończenia strzału
|
||||
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
|
||||
beam.setVisible(false);
|
||||
shooting = false;
|
||||
delete beam;
|
||||
beam = nullptr;
|
||||
setRandomDirection(); // Zmień kierunek po strzale
|
||||
} else {
|
||||
window_ptr->draw(beam->getSprite());
|
||||
}
|
||||
} else {
|
||||
updateDirection();
|
||||
checkIfBeamShootOutOfBounds();
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up:
|
||||
moveUp();
|
||||
break;
|
||||
break;
|
||||
case DirectionW::Down:
|
||||
moveDown();
|
||||
break;
|
||||
break;
|
||||
case DirectionW::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
break;
|
||||
case DirectionW::Right:
|
||||
moveRight();
|
||||
break;
|
||||
break;
|
||||
}
|
||||
|
||||
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy
|
||||
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) {
|
||||
// Co 3 sekundy
|
||||
shoot();
|
||||
shootClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ustawianie widoczności wiązki podczas renderowania
|
||||
void Wiazkowiec::render(sf::RenderWindow& window) {
|
||||
if (beam.isVisible()) {
|
||||
beam.render(window);
|
||||
}
|
||||
}
|
||||
|
||||
bool Wiazkowiec::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
@@ -176,6 +199,7 @@ bool Wiazkowiec::isAlive() const {
|
||||
void Wiazkowiec::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 10;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -183,6 +207,6 @@ bool Wiazkowiec::isShooting() const {
|
||||
return shooting;
|
||||
}
|
||||
|
||||
const Beam& Wiazkowiec::getBeam() const {
|
||||
Beam* Wiazkowiec::getBeam() const {
|
||||
return beam;
|
||||
}
|
||||
}
|
||||
|
||||