13 Commits

9 changed files with 514 additions and 94 deletions

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@@ -44,6 +44,8 @@ add_executable(LotoStatek main.cpp
sources/Heart.cpp
headers/PowerUp.h
sources/PowerUp.cpp
sources/Boss.cpp
headers/Boss.h
)
if(WIN32)

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72
headers/Boss.h Normal file
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@@ -0,0 +1,72 @@
#ifndef BOSS_H
#define BOSS_H
#include "Actor.h"
#include "Bullet.h"
#include "Beam.h"
#include <vector>
#include <SFML/Graphics.hpp>
enum class BossDirection {
Up,
Down,
Left,
Right
};
class Boss : public Actor {
public:
Boss(int x, int y, const sf::Texture &bossTexture, const sf::Texture &bulletTexture, sf::Texture BombaTexture,
sf::RenderWindow *window);
void setPlanszaHeight(int height, int width);
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void shoot() override;
void dropBomb();
void shootLaser();
void move(float deltaX, float deltaY) override;
void update();
void takeDamage();
bool isAlive() const;
std::vector<Bullet>& getBullets() { return bullets; }
std::vector<Bullet>& getBombs() { return bombs; }
bool isShooting() const { return laserBeam != nullptr; }
Beam* getBeam() const { return laserBeam; }
private:
float movementSpeed = 5.5f;
BossDirection direction = BossDirection::Down;
sf::Clock shootClock;
sf::Clock bombClock;
sf::Clock laserClock;
sf::Clock directionClock;
sf::Clock beamDurationClock;
float beamDuration = 1.0f;
sf::Texture bulletTexture;
sf::Texture BombaTexture;
sf::Texture beamTexture;
sf::RenderWindow* window;
Beam* laserBeam = nullptr;
std::vector<Bullet> bullets;
std::vector<Bullet> bombs;
int planszaHeight = 800;
int planszaWidth = 600;
bool isStationary = false;
void setRandomDirection();
void handleBounds();
};
#endif // BOSS_H

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@@ -17,6 +17,7 @@
#include "Heart.hpp"
#include "PowerUp.h"
#include "Size.h"
#include "Boss.h"
enum ships{
nova,
@@ -36,27 +37,38 @@ public:
void update_meteors();
void update_hearts();
void update_power_ups();
void update();
void update_score();
void check_PowerUp_collisions();
void check_Heart_collisions();
void check_Meteor_collisions();
void spawn_player();
void spawn_enemy();
void spawn_advanced_enemy();
void spawn_wiazkowiec();
void spawn_boss();
void spawn_bomber();
void spawn_kamikadze();
~Plansza() {
delete ship; // usuwanie wskaźnika ship
delete ship;
delete boss;
}
static ships selectedShip;
static unsigned int score;
sf::Font font;
private:
Background background;
AudioManager audioManager;
Player *ship;
Size size;
sf::RenderWindow *window;
sf::Font font;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock powerUpSpawnClock;
@@ -79,6 +91,7 @@ private:
sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture;
sf::Texture BombaTexture;
sf::Texture BossTexture;
sf::Texture KamikadzeTexture;
sf::Texture WiazkowiecTexture;
sf::Texture WiazkaTexture;
@@ -98,7 +111,11 @@ private:
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
std::vector<PowerUp> powerUps;
Boss* boss = nullptr; // Wskaźnik na bossa
sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
bool gameOver = false;
unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
};
#endif //PLANSZA_H

View File

@@ -19,6 +19,7 @@ int main() {
icon.loadFromFile("../assets/img/icon/ikonka.png");
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
bool isPaused = false;
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
@@ -32,9 +33,27 @@ int main() {
mainWindow.close();
}
plansza.update();
mainWindow.display();
// Obsługa pauzy
if (event.key.code == sf::Keyboard::P) {
isPaused = !isPaused;
sf::RectangleShape bg(sf::Vector2f(mainWindow.getSize().x, mainWindow.getSize().y));
bg.setFillColor(sf::Color(0,0,0,100));
sf::Text text("PAUZA", plansza.font, 50);
text.setOrigin(text.getLocalBounds().getSize().x/2, text.getLocalBounds().getSize().y/2);
text.setFillColor(sf::Color::White);
text.setPosition(mainWindow.getSize().x/2, mainWindow.getSize().y/2);
plansza.update();
mainWindow.draw(bg);
mainWindow.draw(text);
mainWindow.display();
}
if (!isPaused) { // jesli nie spauzowane to graj
plansza.update();
mainWindow.display();
}
}
return 0;
@@ -121,6 +140,9 @@ void menu() {
menuWindow.close();
exit(-2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) {
menuWindow.close();
}
if (event.type == sf::Event::MouseButtonPressed) {
if (event.mouseButton.button == sf::Mouse::Left) {

188
sources/Boss.cpp Normal file
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@@ -0,0 +1,188 @@
#include "../headers/Boss.h"
#include <random>
#include <iostream>
#include "../headers/RandomNumberGenerator.h"
Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bulletTexture, const sf::Texture BombaTexture, sf::RenderWindow* window)
: Actor(x, y, bossTexture), bulletTexture(bulletTexture), BombaTexture(BombaTexture), window(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 = 100;
firerate = 2000;
movementSpeed = 2.0f;
}
void Boss::setPlanszaHeight(int height, int width) {
planszaHeight = height;
planszaWidth = width;
}
// TODO: Po mergowaniu dodać obsługę pocisku, przy pomocy nowego konstruktora Bullet
void Boss::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet leftBullet(position.x - 20, position.y, bulletTexture);
leftBullet.setSpeed(5.0f);
Bullet centerBullet(position.x, position.y, bulletTexture);
centerBullet.setSpeed(5.0f);
Bullet rightBullet(position.x + 20, position.y, bulletTexture);
rightBullet.setSpeed(5.0f);
bullets.push_back(std::move(leftBullet));
bullets.push_back(std::move(centerBullet));
bullets.push_back(std::move(rightBullet));
std::cout << "Strzal lezy" << std::endl;
shootClock.restart();
}
}
void Boss::dropBomb() {
if (bombClock.getElapsedTime().asMilliseconds() >= 5000) {
Bullet Bomb(position.x, position.y, BombaTexture);
Bomb.setSpeed(0.5f);
bombs.emplace_back(std::move(Bomb)); // Można zmienić na bombę
std::cout << "Bombka lezy" << std::endl;
bombClock.restart();
}
}
void Boss::shootLaser() {
if (!laserBeam && laserClock.getElapsedTime().asSeconds() >= 5.0f) {
laserBeam = new Beam(position.x, position.y, beamTexture);
beamDurationClock.restart();
laserClock.restart();
isStationary = true;
}
if (laserBeam) {
window->draw(laserBeam->getSprite());
std::cout << "Laser beam shooted" << std::endl;
if (beamDurationClock.getElapsedTime().asSeconds() >= beamDuration) {
delete laserBeam;
laserBeam = nullptr;
isStationary = false;
}
}
}
void Boss::move(float deltaX, float deltaY) {
if (deltaX == 0 && deltaY == 0) {
std::cerr << "Boss stopped: deltaX and deltaY are both 0" << std::endl;
}
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
handleBounds();
}
void Boss::update() {
std::cout << "Current movementSpeed: " << movementSpeed << std::endl;
std::cout << "Boss position: (" << position.x << ", " << position.y << "), Direction: " << static_cast<int>(direction) << std::endl;
if (!isStationary) {
if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
setRandomDirection();
directionClock.restart();
}
switch (direction) {
case BossDirection::Up: moveUp(); break;
case BossDirection::Down: moveDown(); break;
case BossDirection::Left: moveLeft(); break;
case BossDirection::Right: moveRight(); break;
}
}
shoot();
dropBomb();
shootLaser();
// Aktualizacja pocisków
for (auto it = bullets.begin(); it != bullets.end();) {
it->update();
window->draw(it->getSprite());
if (it->isOutOfBounds()) {
it = bullets.erase(it);
} else {
++it;
}
}
// Aktualizacja bomb
for (auto it = bombs.begin(); it != bombs.end();) {
it->update();
window->draw(it->getSprite());
if (it->isOutOfBounds()) {
it = bombs.erase(it);
} else {
++it;
}
}
}
void Boss::moveLeft() {
move(-movementSpeed, 0.0f);
}
void Boss::moveRight() {
move(movementSpeed, 0.0f);
}
void Boss::moveUp() {
move(0.0f, -movementSpeed);
}
void Boss::moveDown() {
move(0.0f, movementSpeed);
}
void Boss::takeDamage() {
if (--hp <= 0) {
hp = 0;
std::cout << "HP bossa" << hp << std::endl;
}
}
bool Boss::isAlive() const {
return hp > 0;
}
void Boss::setRandomDirection() {
BossDirection previousDirection = direction;
do {
int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
direction = static_cast<BossDirection>(randomValue);
} while (
(direction == BossDirection::Left && position.x <= 0) ||
(direction == BossDirection::Right && position.x >= 600) ||
(direction == BossDirection::Up && position.y <= 0) ||
(direction == BossDirection::Down && position.y >= 800)
);
if (previousDirection == direction) {
std::cerr << "Boss kept the same direction: " << static_cast<int>(direction) << std::endl;
}
}
void Boss::handleBounds() {
if (position.x < 0) {
direction = BossDirection::Right;
} else if (position.x > 600 - actorSprite.getGlobalBounds().width) {
direction = BossDirection::Left;
}
if (position.y < 0) {
direction = BossDirection::Down;
} else if (position.y > 800 - actorSprite.getGlobalBounds().height) {
direction = BossDirection::Up;
}
}

View File

@@ -36,6 +36,8 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png");
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
BossTexture.loadFromFile("../assets/img/boss/boss.png");
} catch (std::exception &e) {
std::cerr << "Failed to load textures: " << e.what() << std::endl;
exit(-500);
@@ -72,7 +74,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
// TODO: Refactor tej metody bo rozrosła się za bardzo już
void Plansza::update() {
srand(time(0));
srand(time(0)); // generacja innego ziarna na podstawie zegara systemowego
// tło
background.update();
background.draw(*window);
@@ -109,18 +111,18 @@ void Plansza::update() {
// audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
}
// generowanie nowego meteoru
ship->update(); // migotanie statku
update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów
// spawn_meteor();
// spawn_hearts();
spawn_meteor();
spawn_hearts();
spawn_power_up();
// spawn_enemy();
// spawn_advanced_enemy();
// spawn_wiazkowiec();
// spawn_bomber();
// spawn_kamikadze();
// spawn_enemy();
// spawn_advanced_enemy();
// spawn_wiazkowiec();
// spawn_bomber();
// spawn_kamikadze();
spawn_boss();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) {
@@ -156,44 +158,9 @@ void Plansza::update() {
window->draw(ship->getSprite());
for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship->takeDamage();
}
}
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship->healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
}
}
// TODO: Dodać obsługę kilku różnych power-upów
////////////////////////////////////////////////////////////////////////////////////////////////
// Sprawdzenie kolizji z power-upem na prędkość poruszania się i zwiększenie prędkości statku
for (auto powerUpIt = powerUps.begin(); powerUpIt != powerUps.end();) {
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
ship->setMovingSpeed(15.0f);
movingSpeedPUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::firerateUp) {
ship->setFirerate(100);
fireratePUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
ship->setTripleShot(true);
tripleShotPUTimer.restart();
}
powerUpIt = powerUps.erase(powerUpIt);
} else {
++powerUpIt;
}
}
check_Meteor_collisions();
check_Heart_collisions();
check_PowerUp_collisions();
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
ship->setMovingSpeed(8.0f);
@@ -204,43 +171,6 @@ void Plansza::update() {
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
ship->setTripleShot(false);
}
///////////////////////////////Koniec obsługi kolizji z power-upami//////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////
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");
@@ -305,6 +235,40 @@ void Plansza::update() {
}
}
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
@@ -403,6 +367,107 @@ void Plansza::update() {
}
}
// Aktualizacja bossa
if (boss && boss->isAlive()) {
boss->update();
window->draw(boss->getSprite());
// Kolizje bossa z pociskami
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (boss->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
boss->takeDamage();
bulletIt = ship->getBullets().erase(bulletIt);
} else {
++bulletIt;
}
}
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (boss->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
boss->takeDamage();
rocketIt = ship->getRockets().erase(rocketIt);
std::cout << "Rocket hit boss! Boss HP: " << boss->getHP() << std::endl;
} else {
++rocketIt;
}
}
// Kolizja bossa z graczem
// if (ship->getSprite().getGlobalBounds().intersects(boss->getSprite().getGlobalBounds())) {
// ship->takeDamage();
// }
} else if (bossSpawned && (!boss || !boss->isAlive())) {
std::cout << "Boss defeated!" << std::endl;
delete boss;
boss = nullptr;
bossSpawned = false; // Resetowanie flagi, jeśli boss został pokonany
}
// Obsługa pocisków bossa
if (boss && boss->isAlive()) {
for (auto it = boss->getBullets().begin(); it != boss->getBullets().end();) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage();
it = boss->getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
}
}
// Obsługa bomb bossa
for (auto it = boss->getBombs().begin(); it != boss->getBombs().end();) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage();
it = boss->getBombs().erase(it); // Usuwanie bomby po trafieniu
} else {
++it;
}
}
if (boss->isShooting() && boss->getBeam() != nullptr) {
if (ship->getSprite().getGlobalBounds().intersects(boss->getBeam()->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia
}
}
// Sprawdzenie kolizji pocisków gracza z bombami Bossa
for (auto bombIt = boss->getBombs().begin(); bombIt != boss->getBombs().end();) {
bool bombHit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (bombIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
ship->getBullets().erase(bulletIt);
bombIt = boss->getBombs().erase(bombIt);
bombHit = true;
break;
} else {
++bulletIt;
}
}
if (!bombHit) {
++bombIt;
}
}
// Sprawdzenie kolizji rakiet gracza z bombami Bossa
for (auto bombIt = boss->getBombs().begin(); bombIt != boss->getBombs().end();) {
bool bombHit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (bombIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship->getRockets().erase(rocketIt);
bombIt = boss->getBombs().erase(bombIt);
bombHit = true;
break;
} else {
++rocketIt;
}
}
if (!bombHit) {
++bombIt;
}
}
}
for (auto &enemy: enemies) {
enemy.shoot();
@@ -442,6 +507,7 @@ void Plansza::update() {
}
}
for (auto &bomberEnemy: BEnemies) {
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
bool bulletDestroyed = false;
@@ -769,8 +835,8 @@ void Plansza::update_power_ups() {
}
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 (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
if (rand() % 2 == 1) {
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
} else {
@@ -829,7 +895,7 @@ void Plansza::spawn_enemy() {
}
void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 20) { // Spawn co 10 sekund
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 8) { // 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;
@@ -838,7 +904,7 @@ void Plansza::spawn_advanced_enemy() {
}
void Plansza::spawn_bomber() {
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 30) { // Spawn co 10 sekund
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 5) { // 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
@@ -858,7 +924,7 @@ void Plansza::spawn_kamikadze() {
}
void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 10 sekund
if (WEnemies.size() < 1) {
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
@@ -870,6 +936,17 @@ void Plansza::spawn_wiazkowiec() {
}
}
void Plansza::spawn_boss() {
if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach
boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
boss->setPlanszaHeight(size.width, size.height);
bossSpawned = true;
nextBossScoreThreshold += 1000;
std::cout << "Boss spawned at score: " << score << std::endl;
}
}
Size Plansza::getSize() {
return size;
}
@@ -890,5 +967,47 @@ void Plansza::update_score() {
window->draw(text);
}
void Plansza::check_PowerUp_collisions() {
for (auto powerUpIt = powerUps.begin(); powerUpIt != powerUps.end();) {
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
ship->setMovingSpeed(15.0f);
movingSpeedPUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::firerateUp) {
ship->setFirerate(100);
fireratePUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
ship->setTripleShot(true);
tripleShotPUTimer.restart();
}
powerUpIt = powerUps.erase(powerUpIt);
} else {
++powerUpIt;
}
}
}
void Plansza::check_Heart_collisions() {
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship->healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
}
}
}
void Plansza::check_Meteor_collisions() {
for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship->takeDamage();
}
}
}
ships Plansza::selectedShip = none;
unsigned int Plansza::score = 0;
unsigned int Plansza::score = 0;