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6 Commits
8b4b25747e
...
80a4b1b397
| Author | SHA1 | Date | |
|---|---|---|---|
| 80a4b1b397 | |||
| fdf67f4bc2 | |||
| da33fcc718 | |||
| 71f8ebe285 | |||
| 2f9e0ba236 | |||
| 3b637508e1 |
@@ -40,6 +40,8 @@ add_executable(LotoStatek main.cpp
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sources/Wiazkowiec.cpp
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sources/Wiazkowiec.cpp
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headers/Beam.h
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headers/Beam.h
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sources/Beam.cpp
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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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)
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if(WIN32)
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if(WIN32)
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BIN
assets/img/hearts/heart_gray.png
Normal file
BIN
assets/img/hearts/heart_gray.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 958 B |
@@ -5,12 +5,20 @@
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Texture.hpp"
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#include "Bullet.h"
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#include "Bullet.h"
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#include "Position.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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class Actor {
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public:
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public:
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Actor(int x, int y, const sf::Texture& texture);
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Actor(int x, int y, const sf::Texture& texture);
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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 move(float deltaX, float deltaY) = 0;
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virtual void moveLeft() = 0;
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virtual void moveLeft() = 0;
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virtual void moveRight() = 0;
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virtual void moveRight() = 0;
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@@ -18,13 +26,10 @@ public:
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virtual void moveDown() = 0;
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virtual void moveDown() = 0;
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virtual void shoot() = 0;
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virtual void shoot() = 0;
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std::vector<Bullet>& getBullets();
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sf::Sprite& getSprite();
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Position getPosition();
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void setMovingSpeed(float speed);
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void updateBullets();
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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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protected:
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Position position;
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Position position;
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@@ -33,7 +38,8 @@ protected:
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sf::Texture bulletTexture;
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sf::Texture bulletTexture;
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sf::Texture rocketTexture;
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sf::Texture rocketTexture;
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std::vector<Bullet> bullets;
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std::vector<Bullet> bullets;
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unsigned int hp;
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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 damage;
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unsigned int firerate;
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unsigned int firerate;
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float moving_speed;
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float moving_speed;
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14
headers/Heart.hpp
Normal file
14
headers/Heart.hpp
Normal file
@@ -0,0 +1,14 @@
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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 "SFML/Graphics/Sprite.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();
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};
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#endif //LOTOSTATEK_HEART_HPP
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@@ -14,6 +14,7 @@
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#include "Background.h"
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#include "Background.h"
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#include "AudioManager.h"
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#include "AudioManager.h"
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#include "Plansza.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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#include "Size.h"
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class Plansza {
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class Plansza {
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@@ -22,7 +23,9 @@ public:
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Size getSize();
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Size getSize();
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std::vector<Meteor> &getMeteors();
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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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_meteors();
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void update_hearts();
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void update();
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void update();
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void update_score();
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void update_score();
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void setOutOfBounds(bool status);
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void setOutOfBounds(bool status);
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@@ -36,25 +39,14 @@ public:
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delete ship; // usuwanie wskaźnika ship
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delete ship; // usuwanie wskaźnika ship
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}
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}
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private:
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private:
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Size size;
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Background background;
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Background background;
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AudioManager audioManager;
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AudioManager audioManager;
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Player *ship;
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Player *ship;
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Size size;
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sf::RenderWindow *window;
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sf::RenderWindow *window;
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sf::Font font;
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sf::Font font;
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sf::Texture meteorTexture1;
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sf::Clock meteorSpawnClock;
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sf::Texture meteorTexture2;
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sf::Clock heartSpawnClock;
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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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sf::Clock spawnClock;
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sf::Clock spawnClock;
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sf::Clock scoreClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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sf::Clock shooterSpawnClock;
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@@ -63,14 +55,31 @@ private:
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sf::Clock BomberSpawnClock;
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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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<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Kamikadze> KEnemies;
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std::vector<Kamikadze> KEnemies;
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std::vector<Wiazkowiec> WEnemies;
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std::vector<Wiazkowiec> WEnemies;
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std::vector<Meteor> meteors;
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std::vector<Meteor> meteors;
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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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unsigned int score = 0;
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unsigned int score = 0;
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bool isPlayerSpawned = false;
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};
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};
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#endif //PLANSZA_H
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#endif //PLANSZA_H
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@@ -1,6 +1,7 @@
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#ifndef LOTOSTATEK_PLAYER_H
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#ifndef LOTOSTATEK_PLAYER_H
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#define LOTOSTATEK_PLAYER_H
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#define LOTOSTATEK_PLAYER_H
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#include <chrono>
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#include <chrono>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Clock.hpp>
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@@ -28,7 +29,7 @@ public:
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void moveUp() override;
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void moveUp() override;
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void moveDown() override;
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void moveDown() override;
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void takeDamage();
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void takeDamage();
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bool isAlive() const;
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void update();
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void update();
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std::vector<Rocket>& getRockets();
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std::vector<Rocket>& getRockets();
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@@ -39,8 +40,8 @@ private:
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std::vector<Rocket> rockets;
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std::vector<Rocket> rockets;
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sf::Texture rocketTexture;
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sf::Texture rocketTexture;
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sf::Texture bulletTexture;
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sf::Texture bulletTexture;
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sf::Color originalColor;
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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int health = 3; // Liczba punktów życia gracza
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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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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bool isImmortal = false; // flaga na immortal
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};
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};
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@@ -21,6 +21,25 @@ Position Actor::getPosition() {
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return {position.x, position.y};
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return {position.x, position.y};
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}
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}
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unsigned int Actor::getHP() {
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return hp;
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}
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void Actor::dealDamage() {
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if(damageDealClock.getElapsedTime().asSeconds() > 1.5) {
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if(hp > 0) {
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hp--;
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}
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damageDealClock.restart();
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}
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}
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void Actor::healUP() {
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if(hp < 3){
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hp++;
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}
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}
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std::vector<Bullet> &Actor::getBullets() {
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std::vector<Bullet> &Actor::getBullets() {
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return bullets;
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return bullets;
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}
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}
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@@ -39,4 +58,4 @@ void Actor::updateBullets() {
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void Actor::setMovingSpeed(float speed) {
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void Actor::setMovingSpeed(float speed) {
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moving_speed = speed;
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moving_speed = speed;
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}
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}
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23
sources/Heart.cpp
Normal file
23
sources/Heart.cpp
Normal file
@@ -0,0 +1,23 @@
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#include "../headers/Heart.hpp"
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Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
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outOfBounds = false;
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texture = texture;
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sprite.setTexture(texture);
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sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
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sprite.setPosition(x, y);
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movingSpeed = 3.0f;
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// sprite.scale(0.05f, 0.05f);
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position.x = x;
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position.y = y;
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rotationSpeed = 0;
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}
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void Heart::update() {
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sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
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position.y += int(movingSpeed); // przesunięcie pozycji
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// sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
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if(position.y > 900) {
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outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
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}
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}
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@@ -40,12 +40,26 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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heartTexture.loadFromFile("../assets/img/hearts/heart.png");
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heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats.emplace_back(sf::Sprite(heartTexture));
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heartStats[0].setPosition(565, 10);
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heartStats[1].setPosition(530, 10);
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heartStats[2].setPosition(495, 10);
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meteorSpawnClock.restart();
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spawn_player();
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spawn_player();
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spawnClock.restart();
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spawnClock.restart();
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}
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}
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// TODO: Refactor tej metody bo rozrosła się za bardzo już
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void Plansza::update() {
|
void Plansza::update() {
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// tło
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// tło
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background.update();
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background.update();
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@@ -88,19 +102,26 @@ void Plansza::update() {
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update_score(); // naliczanie punktów
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update_score(); // naliczanie punktów
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// Sprawnowanie wszystkich rodzajów wrogów
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// Sprawnowanie wszystkich rodzajów wrogów
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spawn_meteor();
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spawn_meteor();
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spawn_hearts();
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spawn_enemy();
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spawn_enemy();
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spawn_advanced_enemy();
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spawn_advanced_enemy();
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spawn_wiazkowiec();
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spawn_wiazkowiec();
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spawn_bomber();
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spawn_bomber();
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spawn_kamikadze();
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spawn_kamikadze();
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// utrzymanie meteorów i pocisków w ruchu
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: getMeteors()) {
|
for (auto &meteor: meteors) {
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meteor.update();
|
meteor.update();
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window->draw(meteor.getSprite());
|
window->draw(meteor.getSprite());
|
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}
|
}
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for (auto &bullet: ship->getBullets()) {
|
for (auto &heart: hearts) {
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heart.update();
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|
window->draw(heart.getSprite());
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|
}for (auto &bullet: ship->getBullets()) {
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bullet.update();
|
bullet.update();
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window->draw(bullet.getSprite());
|
window->draw(bullet.getSprite());
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}
|
}
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@@ -112,17 +133,63 @@ void Plansza::update() {
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|
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// Sprawdzenie czy meteory i pociski są poza granicami ekranu
|
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
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update_meteors();
|
update_meteors();
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|
update_hearts();
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ship->updateBullets();
|
ship->updateBullets();
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|
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|
ship->update();
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window->draw(ship->getSprite());
|
window->draw(ship->getSprite());
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|
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for (auto &meteor: getMeteors()) {
|
for (auto &meteor: meteors) {
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if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
|
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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ship->takeDamage();
|
ship->takeDamage();
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}
|
}
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||||||
}
|
}
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|
|
||||||
if (!ship->isAlive()) {
|
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
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|
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
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|
ship->healUP();
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|
heartIt = hearts.erase(heartIt);
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||||||
|
} else {
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|
++heartIt;
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||||||
|
}
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||||||
|
}
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||||||
|
|
||||||
|
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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||||||
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bool meteorHit = false;
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||||||
|
for (auto rocketIt = ship->getBullets().begin(); rocketIt != ship->getBullets().end();) {
|
||||||
|
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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||||||
|
ship->getBullets().erase(rocketIt);
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||||||
|
meteorIt = getMeteors().erase(meteorIt);
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||||||
|
meteorHit = true;
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||||||
|
break;
|
||||||
|
} else {
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||||||
|
++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::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
||||||
sf::Font font;
|
sf::Font font;
|
||||||
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
||||||
@@ -588,8 +655,36 @@ 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
for (const auto& heart: heartStats) {
|
||||||
|
window->draw(heart);
|
||||||
|
}
|
||||||
|
}
|
||||||
// Meteor-related niżej
|
// Meteor-related niżej
|
||||||
|
|
||||||
|
|
||||||
@@ -603,7 +698,7 @@ void Plansza::update_meteors() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_meteor() {
|
void Plansza::spawn_meteor() {
|
||||||
if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
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 (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||||
if (rand() % 2 == 1) {
|
if (rand() % 2 == 1) {
|
||||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
|
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
|
||||||
@@ -611,7 +706,16 @@ void Plansza::spawn_meteor() {
|
|||||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture1);
|
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
spawnClock.restart();
|
meteorSpawnClock.restart();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Plansza::spawn_hearts() {
|
||||||
|
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
||||||
|
if (hearts.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||||
|
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
|
||||||
|
}
|
||||||
|
heartSpawnClock.restart();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -673,6 +777,15 @@ void Plansza::spawn_wiazkowiec() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Plansza::update_hearts() {
|
||||||
|
// usuwanie serduszek które wyleciały poza ekran
|
||||||
|
for (auto& heart : hearts) {
|
||||||
|
if(heart.getStatus()) {
|
||||||
|
hearts.erase(hearts.begin());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Size Plansza::getSize() {
|
Size Plansza::getSize() {
|
||||||
return size;
|
return size;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
#include <utility>
|
||||||
|
|
||||||
#include "../headers/Player.h"
|
#include "../headers/Player.h"
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
@@ -6,7 +8,7 @@
|
|||||||
#include <SFML/Graphics/Text.hpp>
|
#include <SFML/Graphics/Text.hpp>
|
||||||
|
|
||||||
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||||
|
hp = 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
|
Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
|
||||||
@@ -19,6 +21,8 @@ Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
|
|||||||
void Player::loadTexture() {
|
void Player::loadTexture() {
|
||||||
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
||||||
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
||||||
|
damageDealClock.restart();
|
||||||
|
originalColor = actorSprite.getColor();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::shoot() {
|
void Player::shoot() {
|
||||||
@@ -59,26 +63,14 @@ void Player::update() {
|
|||||||
|
|
||||||
void Player::takeDamage() {
|
void Player::takeDamage() {
|
||||||
if (!isImmortal) {
|
if (!isImmortal) {
|
||||||
if (health > 0) {
|
if (hp > 0) {
|
||||||
health--;
|
hp--;
|
||||||
std::cout << "Player hit! Remaining health: " << health << "\n";
|
|
||||||
isImmortal = true; // Aktywuj chwilową nieśmiertelność
|
isImmortal = true; // Aktywuj chwilową nieśmiertelność
|
||||||
immortalityClock.restart();
|
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) {
|
void Player::setFirerate(unsigned int firerate) {
|
||||||
this->firerate = firerate;
|
this->firerate = firerate;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user