22 Commits

Author SHA1 Message Date
6b45443c75 Laser naprawiono 2025-01-05 18:20:19 +01:00
c4c83382c3 Do poprawy centrowanie lasera i strzelanie w lewo i w prawo 2024-12-20 23:38:37 +01:00
0a5a26208a wip 2024-12-20 19:39:18 +01:00
76203a8b29 refactor 2024-12-19 16:01:21 +01:00
36984b859f Naprawiono laser, przerobiono na wskaźniki. Do refactoringu i poprawy sprite'a 2024-12-19 15:14:14 +01:00
15a8d82176 fix serduszek 2024-12-14 20:47:02 +01:00
5459b97e74 poprawniony spawn serduszek 2024-12-14 20:38:50 +01:00
94eddb457f Implementacja naliczania punktów za zabicie wrogów 2024-12-14 20:32:08 +01:00
9432cd94fe Zaimplementowane menu i wybieranie skinów statku 2024-12-14 20:21:46 +01:00
34424da9d6 refactor ciąg dalszy 2024-12-13 20:13:52 +01:00
80a4b1b397 Złączono i wszystko działa, ale trzeba zrobić mocny refactor Planszy bo za dużo niewiadomo skąd biorących się pętli 2024-12-13 20:05:11 +01:00
fdf67f4bc2 Merge remote-tracking branch 'origin/serduszka'
# Conflicts:
#	CMakeLists.txt
#	headers/Actor.h
#	headers/Plansza.h
#	headers/Player.h
#	sources/Plansza.cpp
#	sources/Player.cpp
2024-12-13 19:48:39 +01:00
8b4b25747e Zmiana sposobu tworzenia gracza.
Użyto singleton pattern.
Zmieniono konstruktor klasy Plansza
2024-12-13 13:36:41 +01:00
3f4a937257 Zamiana tekstur 2024-12-13 09:34:40 +01:00
d87143d98b Drobne poprawki 2024-12-13 09:16:03 +01:00
1298bab79a Usunięcie zbędnych rzeczy 2024-12-12 22:51:25 +01:00
9929a5dd40 Merge remote-tracking branch 'origin/5PrzeciwnikowWmiareDziala'
# Conflicts:
#	headers/Plansza.h
#	sources/Plansza.cpp
2024-12-12 22:28:09 +01:00
da33fcc718 Adjustin hearts to be in right upper corner due to score counter in left upper corner 2024-12-10 20:37:10 +01:00
74c739a09e Dodano podstawowy licznik 2024-12-10 20:30:31 +01:00
71f8ebe285 Statek miga
przy uderzeniu w meteoryt
2024-12-06 15:16:57 +01:00
2f9e0ba236 Serduszka działają
do zrobienia jeszcze animacja uderzenia się w meteoryt (miganie) i wybuch statku przy uderzeniu się w meteoryt po raz trzeci
2024-12-06 12:24:39 +01:00
3b637508e1 Added heart and spawn of them 2024-12-05 14:52:00 +01:00
46 changed files with 847 additions and 525 deletions

View File

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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.3 KiB

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

After

Width:  |  Height:  |  Size: 32 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 18 KiB

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.1 KiB

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.9 KiB

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 958 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 773 B

BIN
assets/ship/nova.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 154 KiB

BIN
assets/ship/pulsar.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 188 KiB

BIN
assets/ship/zenith.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 221 KiB

View File

@@ -5,17 +5,18 @@
#include "SFML/Graphics/Texture.hpp"
#include "Bullet.h"
#include "Position.h"
#include "SFML/System/Clock.hpp"
class Actor {
public:
Actor(int x, int y, const sf::Texture& texture);
void loadTexture(std::string path);
virtual ~Actor() = default;
sf::Sprite& getSprite();
unsigned int getHP();
Position getPosition();
std::vector<Bullet>& getBullets();
virtual void move(float deltaX, float deltaY) = 0;
virtual void moveLeft() = 0;
@@ -24,23 +25,23 @@ public:
virtual void moveDown() = 0;
virtual void shoot() = 0;
std::vector<Bullet>& getBullets();
void updateBullets();
void setMovingSpeed(float speed);
void dealDamage();
void healUP();
protected:
Position position;
sf::Sprite actorSprite;
sf::Texture actorTexture;
sf::Texture bulletTextureLeft;
sf::Texture bulletTextureRight;
Position position;
unsigned int hp;
sf::Texture bulletTexture;
sf::Texture rocketTexture;
std::vector<Bullet> bullets;
sf::Clock damageDealClock;
int hp;
unsigned int damage;
unsigned int firerate;
float moving_speed;
std::vector<Bullet> bullets;
};
#endif //ACTOR_H

View File

@@ -3,8 +3,6 @@
#include "Enemy.h"
#include <cmath>
enum class DirectionA {
Up,
Down,

View File

@@ -2,27 +2,16 @@
#define LOTOSTATEK_BEAM_H
#include <SFML/Graphics.hpp>
#include "Position.h"
class Beam {
public:
Beam(float x, float y, float width, float height, const sf::Color& color);
void draw(sf::RenderWindow &window);
void update();
void render(sf::RenderWindow& window);
sf::FloatRect getBounds() const;
bool isVisible() const;
void setVisible(bool visible);
Beam() = default;
Beam(int x, int y, const sf::Texture &texture);
sf::Sprite getSprite();
void setRotation(float angle);
private:
sf::RectangleShape beamShape;
bool visible;
sf::Texture beamTexture;
sf::Sprite beamSprite;
};

View File

@@ -2,14 +2,11 @@
#define LOTOSTATEK_BULLET_H
#include "Projectile.h"
#include "SFML/Graphics/Texture.hpp"
class Bullet : public Projectile {
public:
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
void update() override;
private:
float directionY;
};

13
headers/Heart.hpp Normal file
View File

@@ -0,0 +1,13 @@
#ifndef LOTOSTATEK_HEART_HPP
#define LOTOSTATEK_HEART_HPP
#include "SFML/Graphics/Texture.hpp"
#include "ObjectItem.hpp"
class Heart : public ObjectItem {
public:
Heart(float x, float y, sf::Texture &texture);
void update() override;
};
#endif //LOTOSTATEK_HEART_HPP

View File

@@ -8,7 +8,7 @@
class Meteor : public ObjectItem {
public:
Meteor(float x, float y, sf::Texture &texture);
Meteor(float x, float y, sf::Texture &texture_);
void update();
};

View File

@@ -12,7 +12,7 @@ public:
bool getStatus();
virtual void update() = 0;
protected:
sf::Texture texture;
sf::Texture texture_;
sf::Sprite sprite;
Position position;
float rotationSpeed;

View File

@@ -1,75 +1,93 @@
#ifndef PLANSZA_H
#define PLANSZA_H
#include "SFML/System/Clock.hpp"
#include "SFML/Graphics/RenderWindow.hpp"
#include "Meteor.h"
#include "Enemy.h"
#include "AdvancedEnemy.h"
#include "Bomber.h"
#include "Kamikadze.h"
#include "Wiazkowiec.h"
#include "Beam.h"
#include "RandomNumberGenerator.h"
#include "SFML/System/Clock.hpp"
#include "SFML/Graphics/RenderWindow.hpp"
#include "Size.h"
#include <memory>
#include "Player.h"
#include "Background.h"
#include "AudioManager.h"
#include "Meteor.h"
#include "Plansza.h"
#include "Heart.hpp"
#include "Size.h"
enum ships{
nova,
pulsar,
zenith,
none
};
class Plansza {
public:
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow,
const sf::Texture& playerTexture, const sf::Texture& playerBulletTexture, const sf::Texture& playerRocketTexture);
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip);
Size getSize();
std::vector<Meteor> &getMeteors();
void spawn_meteor();
void spawn_hearts();
void update_meteors();
void update_hearts();
void update();
void update_score();
void spawn_player();
void spawn_enemy();
void setOutOfBounds(bool status);
void spawn_advanced_enemy();
void spawn_wiazkowiec();
void spawn_bomber();
void spawn_kamikadze();
~Plansza() {
delete ship; // usuwanie wskaźnika ship
}
static ships selectedShip;
static unsigned int score;
private:
Size size;
Background background;
Player ship;
AudioManager audioManager;
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture enemyBulletTexture;
sf::Texture WiazkaTexture;
sf::Texture BombaTexture;
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
sf::Texture enemyTexture;
sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture;
sf::Texture KamikadzeTexture;
sf::Texture WiazkowiecTexture;
Player *ship;
Size size;
sf::RenderWindow *window;
sf::Font font;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock spawnClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
sf::Clock enemySpawnClock;
sf::Clock AenemySpawnClock;
sf::Clock BomberSpawnClock;
sf::Clock KamikadzeSpawnClock;
sf::Clock WiazkowiecSpawnClock;
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
sf::Texture enemyTexture;
sf::Texture enemyBulletTexture;
sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture;
sf::Texture BombaTexture;
sf::Texture KamikadzeTexture;
sf::Texture WiazkowiecTexture;
sf::Texture WiazkaTexture;
sf::Texture meteorTexture1;
sf::Texture meteorTexture2;
sf::Texture heartTexture;
sf::Texture heartTextureGray;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies;
std::vector<Meteor> meteors;
sf::RenderWindow *window;
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
bool gameOver = false;
};
#endif //PLANSZA_H

View File

@@ -9,9 +9,17 @@
#include "Rocket.h"
class Player : public Actor {
// Zgodnie z refactoring.guru singleton pattern
// https://refactoring.guru/design-patterns/singleton/cpp/example
protected:
Player(int x, int y, const sf::Texture &texture);
static Player* player_;
public:
Player(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
void setTextures(const sf::Texture& shipTexture, const sf::Texture& bulletTexture, const sf::Texture& rocketTexture);
Player(Player &other) = delete;
void operator=(const Player &) = delete;
static Player* getInstance(int x, int y, const sf::Texture &texture);
// Tu się kończy definicja singletona
void shoot() override;
void alternate_shoot();
void setFirerate(unsigned int firerate);
@@ -21,18 +29,21 @@ public:
void moveUp() override;
void moveDown() override;
void takeDamage();
bool isAlive() const;
void update();
std::vector<Rocket>& getRockets();
void loadTexture();
private:
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
std::vector<Rocket> rockets;
sf::Texture rocketTexture;
int health = 3; // Liczba punktów życia gracza
sf::Texture bulletTexture;
bool isImmortal = false; // flaga na immortal
sf::Color originalColor;
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
bool isImmortal = false; // flaga na immortal
};

View File

@@ -6,4 +6,14 @@ struct Position {
int y;
};
struct PositionU {
unsigned int x;
unsigned int y;
};
struct PositionF {
float x;
float y;
};
#endif //LOTOSTATEK_POSITION_H

View File

@@ -13,42 +13,47 @@ enum class DirectionW {
class Wiazkowiec : public Actor {
public:
Wiazkowiec(int x, int y, const sf::Texture& texture);
Wiazkowiec(int x, int y, const sf::Texture& texture, sf::RenderWindow *window);
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void takeDamage();
void setRandomDirection();
void checkIfBeamShootOutOfBounds();
void update();
void shoot() override;
void render(sf::RenderWindow &window);
bool isAlive() const;
void takeDamage();
void updateDirection();
bool isShooting() const;
const Beam& getBeam() const;
void setPlanszaHeight(float height, float width);
void setMapBounds(float width, float height);
void setPlanszaHeight(int height, int width);
Beam* getBeam() const;
private:
float planszaHeight = 800.f;
float planszaWidth = 600.f;
sf::Clock shootClock;
sf::Texture WiazkaTexture;
float movementSpeed = 2.0f;
bool alive = true;
DirectionW direction = DirectionW::Down;
Beam beam; // Wiązka
bool shooting = false;
sf::Texture beamTexture;
sf::Clock shootClock;
sf::Clock shootingClock;
float beamDuration = 1.0f;
DirectionW direction = DirectionW::Down;
Beam *beam; // wskaźnik na wiązkę
sf::RenderWindow *window_ptr;
void spawnBeam(); // Tworzy wiązkę
int planszaHeight = 800;
int planszaWidth = 600;
float beamDuration = 1.0f;
float movementSpeed = 2.0f;
bool shooting = false;
bool alive = true;
};
#endif //WIAZKOWIEC_H

167
main.cpp
View File

@@ -3,16 +3,14 @@
#include "headers/Plansza.h"
int main()
{
ships selectedShip = none;
void menu();
int main() {
menu();
std::clog << "Game started\n";
sf::Texture playerTexture, playerBulletTexture, playerRocketTexture;
if (!playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png") ||
!playerBulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png") ||
!playerRocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png")) {
std::cerr << "Failed to load player textures!" << std::endl;
return -1;
}
sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
mainWindow.setVerticalSyncEnabled(true);
mainWindow.setFramerateLimit(60);
@@ -22,8 +20,7 @@ int main()
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow,playerTexture, playerBulletTexture, playerRocketTexture);
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
while (mainWindow.isOpen()) {
mainWindow.clear();
@@ -31,7 +28,7 @@ int main()
// Tu są handlowane eventy
sf::Event event{};
while (mainWindow.pollEvent(event)) {
if(event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
mainWindow.close();
}
@@ -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();
}
}

View File

@@ -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;
}
}

View File

@@ -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;
}
}

View File

@@ -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);
}

View File

@@ -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;
}
}

View File

@@ -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);

View File

@@ -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
View 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
}
}

View File

@@ -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;
}
}

View File

@@ -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);

View File

@@ -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() {

View File

@@ -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;

View File

@@ -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;

View File

@@ -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;
}

View File

@@ -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;
}
}