16 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
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
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
32 changed files with 598 additions and 245 deletions

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

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@@ -5,11 +5,18 @@
#include "SFML/Graphics/Texture.hpp" #include "SFML/Graphics/Texture.hpp"
#include "Bullet.h" #include "Bullet.h"
#include "Position.h" #include "Position.h"
#include "SFML/System/Clock.hpp"
class Actor { class Actor {
public: public:
Actor(int x, int y, const sf::Texture& texture); Actor(int x, int y, const sf::Texture& texture);
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 move(float deltaX, float deltaY) = 0;
virtual void moveLeft() = 0; virtual void moveLeft() = 0;
@@ -18,13 +25,10 @@ public:
virtual void moveDown() = 0; virtual void moveDown() = 0;
virtual void shoot() = 0; virtual void shoot() = 0;
std::vector<Bullet>& getBullets();
sf::Sprite& getSprite();
Position getPosition();
void setMovingSpeed(float speed);
void updateBullets(); void updateBullets();
void setMovingSpeed(float speed);
void dealDamage();
void healUP();
protected: protected:
Position position; Position position;
@@ -33,7 +37,8 @@ protected:
sf::Texture bulletTexture; sf::Texture bulletTexture;
sf::Texture rocketTexture; sf::Texture rocketTexture;
std::vector<Bullet> bullets; std::vector<Bullet> bullets;
unsigned int hp; sf::Clock damageDealClock;
int hp;
unsigned int damage; unsigned int damage;
unsigned int firerate; unsigned int firerate;
float moving_speed; float moving_speed;

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

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

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

13
headers/Heart.hpp Normal file
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@@ -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

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

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

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@@ -14,18 +14,27 @@
#include "Background.h" #include "Background.h"
#include "AudioManager.h" #include "AudioManager.h"
#include "Plansza.h" #include "Plansza.h"
#include "Heart.hpp"
#include "Size.h" #include "Size.h"
enum ships{
nova,
pulsar,
zenith,
none
};
class Plansza { class Plansza {
public: public:
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow); Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip);
Size getSize(); Size getSize();
std::vector<Meteor> &getMeteors(); std::vector<Meteor> &getMeteors();
void spawn_meteor(); void spawn_meteor();
void spawn_hearts();
void update_meteors(); void update_meteors();
void update_hearts();
void update(); void update();
void update_score(); void update_score();
void setOutOfBounds(bool status);
void spawn_player(); void spawn_player();
void spawn_enemy(); void spawn_enemy();
void spawn_advanced_enemy(); void spawn_advanced_enemy();
@@ -35,26 +44,18 @@ public:
~Plansza() { ~Plansza() {
delete ship; // usuwanie wskaźnika ship delete ship; // usuwanie wskaźnika ship
} }
static ships selectedShip;
static unsigned int score;
private: private:
Size size;
Background background; Background background;
AudioManager audioManager; AudioManager audioManager;
Player *ship; Player *ship;
Size size;
sf::RenderWindow *window; sf::RenderWindow *window;
sf::Font font; sf::Font font;
sf::Texture meteorTexture1; sf::Clock meteorSpawnClock;
sf::Texture meteorTexture2; sf::Clock heartSpawnClock;
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;
sf::Clock spawnClock; sf::Clock spawnClock;
sf::Clock scoreClock; sf::Clock scoreClock;
sf::Clock shooterSpawnClock; sf::Clock shooterSpawnClock;
@@ -63,14 +64,30 @@ private:
sf::Clock BomberSpawnClock; sf::Clock BomberSpawnClock;
sf::Clock KamikadzeSpawnClock; sf::Clock KamikadzeSpawnClock;
sf::Clock WiazkowiecSpawnClock; 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<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies; std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies; std::vector<Bomber> BEnemies;
std::vector<Kamikadze> KEnemies; std::vector<Kamikadze> KEnemies;
std::vector<Wiazkowiec> WEnemies; std::vector<Wiazkowiec> WEnemies;
std::vector<Meteor> meteors; std::vector<Meteor> meteors;
unsigned int score = 0; std::vector<Heart> hearts;
bool isPlayerSpawned = false; std::vector<sf::Sprite> heartStats;
bool gameOver = false;
}; };
#endif //PLANSZA_H #endif //PLANSZA_H

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@@ -1,6 +1,7 @@
#ifndef LOTOSTATEK_PLAYER_H #ifndef LOTOSTATEK_PLAYER_H
#define LOTOSTATEK_PLAYER_H #define LOTOSTATEK_PLAYER_H
#include <chrono> #include <chrono>
#include <SFML/System/Clock.hpp> #include <SFML/System/Clock.hpp>
@@ -28,7 +29,7 @@ public:
void moveUp() override; void moveUp() override;
void moveDown() override; void moveDown() override;
void takeDamage(); void takeDamage();
bool isAlive() const;
void update(); void update();
std::vector<Rocket>& getRockets(); std::vector<Rocket>& getRockets();
@@ -39,8 +40,8 @@ private:
std::vector<Rocket> rockets; std::vector<Rocket> rockets;
sf::Texture rocketTexture; sf::Texture rocketTexture;
sf::Texture bulletTexture; sf::Texture bulletTexture;
sf::Color originalColor;
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
int health = 3; // Liczba punktów życia gracza
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
bool isImmortal = false; // flaga na immortal bool isImmortal = false; // flaga na immortal
}; };

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

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

154
main.cpp
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@@ -3,7 +3,13 @@
#include "headers/Plansza.h" #include "headers/Plansza.h"
ships selectedShip = none;
void menu();
int main() { int main() {
menu();
std::clog << "Game started\n"; std::clog << "Game started\n";
sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek"); sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
mainWindow.setVerticalSyncEnabled(true); mainWindow.setVerticalSyncEnabled(true);
@@ -14,7 +20,7 @@ int main() {
mainWindow.setIcon(128, 128, icon.getPixelsPtr()); mainWindow.setIcon(128, 128, icon.getPixelsPtr());
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow); Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
while (mainWindow.isOpen()) { while (mainWindow.isOpen()) {
mainWindow.clear(); mainWindow.clear();
@@ -32,4 +38,148 @@ int main() {
} }
return 0; 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

@@ -21,6 +21,25 @@ Position Actor::getPosition() {
return {position.x, position.y}; 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() { std::vector<Bullet> &Actor::getBullets() {
return bullets; return bullets;
} }
@@ -39,4 +58,4 @@ void Actor::updateBullets() {
void Actor::setMovingSpeed(float speed) { void Actor::setMovingSpeed(float speed) {
moving_speed = speed; moving_speed = speed;
} }

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@@ -1,8 +1,8 @@
#include "../headers/AdvancedEnemy.h" #include "../headers/AdvancedEnemy.h"
#include "../headers/Bullet.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) { AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
enemyBulletTexture = bulletTexture; enemyBulletTexture = bulletTexture;
hp = 2; // 2 punkty życia hp = 2; // 2 punkty życia
firerate = 2000; // Strzela co 2 firerate = 2000; // Strzela co 2
@@ -85,5 +85,6 @@ bool AdvancedEnemy::isAlive() const {
void AdvancedEnemy::takeDamage() { void AdvancedEnemy::takeDamage() {
if (--hp <= 0) { if (--hp <= 0) {
alive = false; alive = false;
Plansza::score += 10;
} }
} }

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@@ -2,50 +2,21 @@
#include <iostream> #include <iostream>
Beam::Beam(float x, float y, float width, float height, const sf::Color& color) Beam::Beam(int x, int y, const sf::Texture& texture) {
: visible(false) { beamSprite.setOrigin(beamSprite.getLocalBounds().width/2, beamSprite.getLocalBounds().height/2);
beamShape.setPosition(x, y); if (texture.getSize().x > 0 && texture.getSize().y > 0) {
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);
beamSprite.setPosition(x, y); beamSprite.setPosition(x, y);
} else { } else {
std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl; std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl;
} }
beamSprite.setTexture(texture);
} }
void Beam::draw(sf::RenderWindow& window) { sf::Sprite Beam::getSprite() {
return beamSprite;
window.draw(beamSprite);
} }
void Beam::update() { void Beam::setRotation(float angle) {
} beamSprite.setRotation(angle);
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;
} }

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@@ -1,9 +1,9 @@
#include "../headers/Bomber.h" #include "../headers/Bomber.h"
#include "../headers/Bullet.h" #include "../headers/Bullet.h"
#include "../headers/Plansza.h"
#include <random> #include <random>
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) { Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
BombaTexture = bulletTexture; BombaTexture = bulletTexture;
hp = 2; // 2 punkty życia hp = 2; // 2 punkty życia
firerate = 10000; // Strzela co 10 firerate = 10000; // Strzela co 10
@@ -121,5 +121,6 @@ bool Bomber::isAlive() const {
void Bomber::takeDamage() { void Bomber::takeDamage() {
if (--hp <= 0) { if (--hp <= 0) {
alive = false; alive = false;
Plansza::score += 15;
} }
} }

View File

@@ -1,8 +1,5 @@
#include "../headers/Bullet.h" #include "../headers/Bullet.h"
#include <iostream>
#include <ostream>
void Bullet::update() { void Bullet::update() {
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl; //std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
sprite.move(0.0f, speed); sprite.move(0.0f, speed);

View File

@@ -1,8 +1,8 @@
#include "../headers/Enemy.h" #include "../headers/Enemy.h"
#include "../headers/Bullet.h" #include "../headers/Bullet.h"
#include "../headers/Plansza.h"
Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) { Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
hp = 1; // Przeciwnik ma 1 punkt życia hp = 1; // Przeciwnik ma 1 punkt życia
firerate = 2000; // Strzela co 2 firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość moving_speed = 2.0f; // Prędkość
@@ -75,5 +75,6 @@ bool Enemy::isAlive() const {
void Enemy::takeDamage() { void Enemy::takeDamage() {
if (--hp <= 0) { if (--hp <= 0) {
alive = false; 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 <iostream>
#include <random> #include <random>
#include "../headers/Kamikadze.h"
#include "../headers/RandomNumberGenerator.h" #include "../headers/RandomNumberGenerator.h"
#include "../headers/Plansza.h"
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) { Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
actorSprite.setTexture(texture);
hp = 3; // 3 punkty życia hp = 3; // 3 punkty życia
moving_speed = 2.0f; // Prędkość moving_speed = 2.0f; // Prędkość
} }
@@ -130,5 +130,6 @@ bool Kamikadze::isAlive() const {
void Kamikadze::takeDamage() { void Kamikadze::takeDamage() {
if (--hp <= 0) { if (--hp <= 0) {
alive = false; alive = false;
Plansza::score += 20;
} }
} }

View File

@@ -2,7 +2,7 @@
Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) { Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
outOfBounds = false; outOfBounds = false;
texture = texture; texture_ = texture;
sprite.setTexture(texture); sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setPosition(x, y); sprite.setPosition(x, y);

View File

@@ -1,11 +1,11 @@
#include "../headers/ObjectItem.hpp" #include "../headers/ObjectItem.hpp"
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) { ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
Position position_; Position position_ = {0,0};
position_.x = x; position_.x = static_cast<int>(x);
position_.y = y; position_.y = static_cast<int>(y);
position = position_; position = position_;
this->texture = texture; this->texture_ = texture;
} }
bool ObjectItem::getStatus() { bool ObjectItem::getStatus() {

View File

@@ -3,14 +3,24 @@
#include "../headers/Plansza.h" #include "../headers/Plansza.h"
#include "../headers/RandomNumberGenerator.h" #include "../headers/RandomNumberGenerator.h"
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow) Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
: background("../assets/img/background/background.png", 2.0f) { : background("../assets/img/background/background.png", 2.0f) {
window = mainWindow; window = mainWindow;
size.height = static_cast<int>(windowHeight); size.height = static_cast<int>(windowHeight);
size.width = static_cast<int>(windowWidth); size.width = static_cast<int>(windowWidth);
Plansza::selectedShip = selectedShip;
try { try {
playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png"); 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"); meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png"); meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
// Ładowanie tekstur wrogów // Ładowanie tekstur wrogów
@@ -40,12 +50,26 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg"); audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3"); audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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(); spawn_player();
spawnClock.restart(); spawnClock.restart();
} }
// TODO: Refactor tej metody bo rozrosła się za bardzo już
void Plansza::update() { void Plansza::update() {
// tło // tło
background.update(); background.update();
@@ -87,19 +111,25 @@ void Plansza::update() {
ship->update(); // migotanie statku ship->update(); // migotanie statku
update_score(); // naliczanie punktów update_score(); // naliczanie punktów
// Sprawnowanie wszystkich rodzajów wrogów // Sprawnowanie wszystkich rodzajów wrogów
spawn_meteor(); // spawn_meteor();
spawn_enemy(); // spawn_hearts();
spawn_advanced_enemy(); // spawn_enemy();
// spawn_advanced_enemy();
spawn_wiazkowiec(); spawn_wiazkowiec();
spawn_bomber(); // spawn_bomber();
spawn_kamikadze(); // spawn_kamikadze();
// utrzymanie meteorów i pocisków w ruchu // utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: getMeteors()) { for (auto &meteor: meteors) {
meteor.update(); meteor.update();
window->draw(meteor.getSprite()); window->draw(meteor.getSprite());
} }
for (auto &heart: hearts) {
heart.update();
window->draw(heart.getSprite());
}
for (auto &bullet: ship->getBullets()) { for (auto &bullet: ship->getBullets()) {
bullet.update(); bullet.update();
window->draw(bullet.getSprite()); window->draw(bullet.getSprite());
@@ -110,19 +140,64 @@ void Plansza::update() {
window->draw(rocket.getSprite()); window->draw(rocket.getSprite());
} }
// Sprawdzenie czy meteory i pociski są poza granicami ekranu // Sprawdzenie, czy meteory i pociski są poza granicami ekranu
update_meteors(); update_meteors();
update_hearts();
ship->updateBullets(); ship->updateBullets();
window->draw(ship->getSprite()); window->draw(ship->getSprite());
for (auto &meteor: getMeteors()) { for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) { if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship->takeDamage(); ship->takeDamage();
} }
} }
if (!ship->isAlive()) { 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::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")) {
@@ -331,7 +406,7 @@ void Plansza::update() {
if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) { if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i pocisk gracza // Usuń pocisk Bombera i pocisk gracza
it = bomberEnemy.getBullets().erase(it); it = bomberEnemy.getBullets().erase(it);
playerBulletIt = ship->getBullets().erase(playerBulletIt); ship->getBullets().erase(playerBulletIt);
bulletDestroyed = true; bulletDestroyed = true;
break; break;
} else { } else {
@@ -345,7 +420,7 @@ void Plansza::update() {
if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) { if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
// Usuń pocisk Bombera i rakietę gracza // Usuń pocisk Bombera i rakietę gracza
it = bomberEnemy.getBullets().erase(it); it = bomberEnemy.getBullets().erase(it);
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
bulletDestroyed = true; bulletDestroyed = true;
break; break;
} else { } else {
@@ -370,16 +445,16 @@ void Plansza::update() {
for (auto &wiazkowiec: WEnemies) { for (auto &wiazkowiec: WEnemies) {
wiazkowiec.update(); wiazkowiec.update();
if (wiazkowiec.isShooting() && wiazkowiec.getBeam().isVisible()) { if (wiazkowiec.isShooting()) {
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam().getBounds())) { if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia ship->takeDamage(); // Gracz otrzymuje obrażenia
} }
} }
window->draw(wiazkowiec.getSprite()); window->draw(wiazkowiec.getSprite());
wiazkowiec.render(*window);
} }
// TODO: naprawić to co średnio działa
// Usuwanie pocisków, które są poza ekranem srednio to dziala // 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();) { for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
@@ -398,7 +473,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
enemyIt->takeDamage(); enemyIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -417,7 +492,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
advancedIt->takeDamage(); advancedIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -436,7 +511,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
bomberIt->takeDamage(); bomberIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -455,7 +530,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
kamikadzeIt->takeDamage(); kamikadzeIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -474,7 +549,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
bulletIt = ship->getBullets().erase(bulletIt); ship->getBullets().erase(bulletIt);
wiazkowiecIt->takeDamage(); wiazkowiecIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -496,7 +571,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
enemyIt->takeDamage(); enemyIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -515,7 +590,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
advancedIt->takeDamage(); advancedIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -534,7 +609,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
bomberIt->takeDamage(); bomberIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -553,7 +628,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
kamikadzeIt->takeDamage(); kamikadzeIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -572,7 +647,7 @@ void Plansza::update() {
bool hit = false; 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())) { if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
rocketIt = ship->getRockets().erase(rocketIt); ship->getRockets().erase(rocketIt);
wiazkowiecIt->takeDamage(); wiazkowiecIt->takeDamage();
hit = true; hit = true;
break; break;
@@ -588,13 +663,43 @@ 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;
}
for (const auto& heart: heartStats) {
window->draw(heart);
}
}
// Meteor-related niżej // Meteor-related niżej
void Plansza::update_meteors() { void Plansza::update_meteors() {
// usuwanie meteorów które wyleciały poza ekran // usuwanie meteorów, które wyleciały poza ekran
for (auto &meteor: meteors) { for (auto &meteor: meteors) {
if (meteor.getStatus()) { if (meteor.getStatus()) {
meteors.erase(meteors.begin()); meteors.erase(meteors.begin());
@@ -603,7 +708,7 @@ 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 +716,16 @@ 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() % 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();
} }
} }
@@ -662,17 +776,28 @@ void Plansza::spawn_kamikadze() {
} }
void Plansza::spawn_wiazkowiec() { void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50); if (WEnemies.size() < 1) {
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture); int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
WEnemies.push_back(wiazkowiec); wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl; WEnemies.push_back(wiazkowiec);
WiazkowiecSpawnClock.restart(); 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() { Size Plansza::getSize() {
return size; return size;
} }
@@ -692,4 +817,7 @@ void Plansza::update_score() {
text.setFillColor(sf::Color::White); text.setFillColor(sf::Color::White);
text.setPosition(25, 25); text.setPosition(25, 25);
window->draw(text); window->draw(text);
} }
ships Plansza::selectedShip = none;
unsigned int Plansza::score = 0;

View File

@@ -2,11 +2,15 @@
#include <iostream> #include <iostream>
#include <SFML/Graphics/Font.hpp> #include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Text.hpp> #include <SFML/Graphics/Text.hpp>
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) { #include "../headers/Plansza.h"
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) { Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
@@ -17,8 +21,16 @@ 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"); try {
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png"); 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() { void Player::shoot() {
@@ -59,26 +71,14 @@ 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;
} }

View File

@@ -2,7 +2,7 @@
void Rocket::update() { void Rocket::update() {
sprite.move(0.0f, speed); sprite.move(0.0f, speed);
position.y += int(speed); position.y += static_cast<int>(speed);
if(position.y < -100) { if(position.y < -100) {
outOfBounds = true; outOfBounds = true;
} }

View File

@@ -1,56 +1,60 @@
#include "../headers/Wiazkowiec.h" #include "../headers/Wiazkowiec.h"
#include "../headers/Plansza.h"
#include "../headers/RandomNumberGenerator.h"
#include <iostream> #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) { Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindow *window) : Actor(x, y, texture),
actorSprite.setTexture(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 hp = 2; // 2 punkty życia
firerate = 5000; // Strzela co 10 firerate = 5000; // Strzela co 10
moving_speed = 5.0f; // Prędkość moving_speed = 5.0f; // Prędkość
} }
void Wiazkowiec::setPlanszaHeight(float height, float width) { void Wiazkowiec::setPlanszaHeight(int height, int width) {
planszaHeight = height; planszaHeight = height;
planszaWidth = width; planszaWidth = width;
} }
void Wiazkowiec::spawnBeam() { void Wiazkowiec::spawnBeam() {
float beamX = position.x; int beamX = actorSprite.getPosition().x;
float beamY = position.y; int beamY = actorSprite.getPosition().y;
float beamWidth = 50.f;
float beamHeight = 0.f;
switch (direction) { switch (direction) {
case DirectionW::Up: case DirectionW::Up: {
beamHeight = position.y; beam = new Beam(beamX, beamY, beamTexture);
beamY -= beamHeight; beam->setRotation(180);
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red); break;
break; }
case DirectionW::Down: case DirectionW::Down: {
beamHeight = planszaHeight - position.y; beam = new Beam(beamX, beamY, beamTexture);
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red); break;
break; }
case DirectionW::Left: case DirectionW::Left: {
beamHeight = 50.f; beam = new Beam(beamX, beamY, beamTexture);
beamWidth = position.x; beam->setRotation(90);
beamX -= beamWidth; break;
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; }
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red); case DirectionW::Right: {
break; beam = new Beam(beamX, beamY, beamTexture);
case DirectionW::Right: beam->setRotation(270);
beamHeight = 50.f; break;
beamWidth = 800 - position.x; }
beamY = position.y + (actorSprite.getGlobalBounds().height / 2) - 25.f; default:
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red); break;
break;
} }
beam = Beam(beamX, beamY, beamWidth, beamHeight, sf::Color::Red);
beam.setVisible(true);
shooting = true; shooting = true;
shootingClock.restart(); shootingClock.restart();
} }
@@ -59,31 +63,53 @@ void Wiazkowiec::spawnBeam() {
void Wiazkowiec::shoot() { void Wiazkowiec::shoot() {
if (!shooting) { if (!shooting) {
spawnBeam(); 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() { void Wiazkowiec::setRandomDirection() {
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right // 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: case 0:
direction = DirectionW::Up; direction = DirectionW::Up;
break; break;
case 1: case 1:
direction = DirectionW::Down; direction = DirectionW::Down;
break; break;
case 2: case 2:
direction = DirectionW::Left; direction = DirectionW::Left;
break; break;
case 3: case 3:
direction = DirectionW::Right; direction = DirectionW::Right;
break; break;
default:
break;
} }
} }
void Wiazkowiec::updateDirection() { void Wiazkowiec::checkIfBeamShootOutOfBounds() {
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
// Kontrola górnej i dolnej krawędzi // 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 auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
// Zapobiegaj wyjściu poza poziome granice // Zapobiegaj wyjściu poza poziome granice
if (position.x + deltaX < 0) { if (static_cast<float>(position.x) + deltaX < 0) {
deltaX = -position.x; deltaX = static_cast<float>(-position.x);
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) { } else if (static_cast<float>(position.x) + spriteBounds.width + deltaX > static_cast<float>(planszaWidth)) {
deltaX = planszaWidth - (position.x + spriteBounds.width); deltaX = static_cast<float>(planszaWidth) - (static_cast<float>(position.x) + spriteBounds.width);
} }
// Zapobiegaj wyjściu poza pionowe granice // Zapobiegaj wyjściu poza pionowe granice
if (position.y + deltaY < 0) { if (static_cast<float>(position.y) + deltaY < 0) {
deltaY = -position.y; deltaY = static_cast<float>(-position.y);
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) { } else if (static_cast<float>(position.y) + spriteBounds.height + deltaY > static_cast<float>(planszaHeight)) {
deltaY = planszaHeight - (position.y + spriteBounds.height); deltaY = static_cast<float>(planszaHeight) - (static_cast<float>(position.y) + spriteBounds.height);
} }
actorSprite.move(deltaX, deltaY); actorSprite.move(deltaX, deltaY);
@@ -133,42 +159,39 @@ void Wiazkowiec::update() {
if (shooting) { if (shooting) {
// Kontrola zakończenia strzału // Kontrola zakończenia strzału
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) { if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
beam.setVisible(false);
shooting = false; shooting = false;
delete beam;
beam = nullptr;
setRandomDirection(); // Zmień kierunek po strzale setRandomDirection(); // Zmień kierunek po strzale
} else {
window_ptr->draw(beam->getSprite());
} }
} else { } else {
updateDirection(); checkIfBeamShootOutOfBounds();
switch (direction) { switch (direction) {
case DirectionW::Up: case DirectionW::Up:
moveUp(); moveUp();
break; break;
case DirectionW::Down: case DirectionW::Down:
moveDown(); moveDown();
break; break;
case DirectionW::Left: case DirectionW::Left:
moveLeft(); moveLeft();
break; break;
case DirectionW::Right: case DirectionW::Right:
moveRight(); moveRight();
break; break;
} }
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) { // Co 3 sekundy if (shootClock.getElapsedTime().asSeconds() >= 3.0f) {
// Co 3 sekundy
shoot(); shoot();
shootClock.restart(); shootClock.restart();
} }
} }
} }
// Ustawianie widoczności wiązki podczas renderowania
void Wiazkowiec::render(sf::RenderWindow& window) {
if (beam.isVisible()) {
beam.render(window);
}
}
bool Wiazkowiec::isAlive() const { bool Wiazkowiec::isAlive() const {
return alive; return alive;
} }
@@ -176,6 +199,7 @@ bool Wiazkowiec::isAlive() const {
void Wiazkowiec::takeDamage() { void Wiazkowiec::takeDamage() {
if (--hp <= 0) { if (--hp <= 0) {
alive = false; alive = false;
Plansza::score += 10;
} }
} }
@@ -183,6 +207,6 @@ bool Wiazkowiec::isShooting() const {
return shooting; return shooting;
} }
const Beam& Wiazkowiec::getBeam() const { Beam* Wiazkowiec::getBeam() const {
return beam; return beam;
} }