15 Commits
BossV1 ... main

Author SHA1 Message Date
db972f8635 CMakeLists fix for Mac on Apple Silicon processors 2025-02-08 12:26:36 +01:00
817b94321b to do done 2025-01-18 01:02:52 +01:00
bad49c78a5 Dodane brakujacy plik dzwieku 2025-01-17 20:47:43 +01:00
f5d9bae6e9 Poprawiono ultimate_Png lekko, zmodyfikowano poziom trudnosci 2025-01-17 16:22:36 +01:00
696714cf9a Dodano wiecej progow % 2025-01-16 23:08:03 +01:00
3c0cd4b950 Dodano znaczek ladowania ultimate 2025-01-16 23:01:14 +01:00
bafab8d75a counter fixed at 200 2025-01-16 21:31:34 +01:00
92d5f66a91 ultimate implemented 2025-01-16 21:27:14 +01:00
622e814d1c WIP - ultimate 2025-01-16 20:16:08 +01:00
0834460e82 Merge branch 'BossV1'
# Conflicts:
#	CMakeLists.txt
#	headers/Plansza.h
#	sources/Plansza.cpp
2025-01-16 08:01:02 +01:00
c332b7e729 adjust timings 2025-01-15 23:13:56 +01:00
44f56e2035 Merge remote-tracking branch 'origin/debuff' 2025-01-15 23:12:58 +01:00
f2426f5930 dodano sprite 2025-01-14 14:05:38 +01:00
7a808d46a6 Debuffs fully implemented 2025-01-13 23:24:43 +01:00
67f396ae84 Zaimplementowano debuff.
Do dokończenia resetowanie debuff
2025-01-13 15:55:45 +01:00
30 changed files with 328 additions and 43 deletions

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@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.25)
project(LotoStatek)
include(FetchContent)
set(CMAKE_CXX_STANDARD 17)
add_executable(LotoStatek main.cpp
@@ -44,6 +44,8 @@ add_executable(LotoStatek main.cpp
sources/Heart.cpp
headers/PowerUp.h
sources/PowerUp.cpp
headers/Debuff.h
sources/Debuff.cpp
sources/Boss.cpp
headers/Boss.h
)
@@ -61,9 +63,12 @@ if(WIN32)
target_link_libraries(LotoStatek ${SFML_LIBRARIES})
endif()
elseif(APPLE)
find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
elseif(LINUX)
find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
set(BUILD_SHARED_LIBS OFF)
FetchContent_Declare(
SFML
GIT_REPOSITORY https://github.com/SFML/SFML.git
GIT_TAG 2.6.2
)
FetchContent_MakeAvailable(SFML)
target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
endif()

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assets/sounds/destroyed.ogg Normal file

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@@ -5,7 +5,10 @@
class Bullet : public Projectile {
public:
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
Bullet(float x, float y, sf::Texture &texture);
Bullet(float x, float y, sf::Texture &texture, float speed);
void update() override;
};

24
headers/Debuff.h Normal file
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@@ -0,0 +1,24 @@
#ifndef DEBUFF_H
#define DEBUFF_H
#include "ObjectItem.hpp"
class Debuff : public ObjectItem {
public:
enum Type {
movingSpeedDbf,
firerateDbf,
bulletSpeedDbf
};
Debuff(float x, float y, sf::Texture &texture, Type type);
void update() override;
Type getType() const {
return type_;
}
private:
Type type_;
};
#endif //DEBUFF_H

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@@ -16,6 +16,7 @@
#include "Plansza.h"
#include "Heart.hpp"
#include "PowerUp.h"
#include "Debuff.h"
#include "Size.h"
#include "Boss.h"
@@ -34,9 +35,11 @@ public:
void spawn_meteor();
void spawn_hearts();
void spawn_power_up();
void spawn_debuff();
void update_meteors();
void update_hearts();
void update_power_ups();
void update_debuffs();
void update();
@@ -45,14 +48,15 @@ public:
void check_PowerUp_collisions();
void check_Heart_collisions();
void check_Meteor_collisions();
void check_Debuff_collisions();
void handleUltimate();
void spawn_player();
void spawn_enemy();
void spawn_advanced_enemy();
void spawn_wiazkowiec();
void spawn_boss();
void spawn_bomber();
void spawn_kamikadze();
~Plansza() {
@@ -62,20 +66,29 @@ public:
static ships selectedShip;
static unsigned int score;
static unsigned int ultimateCounter;
sf::Font font;
private:
Background background;
AudioManager audioManager;
Player *ship;
Size size;
sf::RenderWindow *window;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock powerUpSpawnClock;
// Timers
sf::Clock movingSpeedPUTimer;
sf::Clock fireratePUTimer;
sf::Clock tripleShotPUTimer;
sf::Clock spawnClock;
sf::Clock movingSpeedDebuffTimer;
sf::Clock firerateDebuffTimer;
sf::Clock bulletSpeedDebuffTimer;
// Zegary
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock powerUpSpawnClock;
sf::Clock debuffSpawnClock;
sf::Clock ultimateClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
sf::Clock enemySpawnClock;
@@ -83,6 +96,8 @@ private:
sf::Clock BomberSpawnClock;
sf::Clock KamikadzeSpawnClock;
sf::Clock WiazkowiecSpawnClock;
//Textury
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
@@ -102,6 +117,12 @@ private:
sf::Texture movingSpeedPowerUpTexture;
sf::Texture fireratePowerUpTexture;
sf::Texture tripleShotPowerUpTexture;
sf::Texture movingSpeedDebuffTexture;
sf::Texture firerateDebuffTexture;
sf::Texture bulletSpeedDebuffTexture;
sf::Texture ultimateIndicatorTextures[11];
// Tablice
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
@@ -111,11 +132,29 @@ private:
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
std::vector<PowerUp> powerUps;
std::vector<Debuff> debuffs;
std::vector<sf::Sprite> ultimateIndicators;
void loadUltimateIndicators();
// Zmienne prymitywne
Boss* boss = nullptr; // Wskaźnik na bossa
sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
unsigned int nextBossScoreThreshold = 1000; // Próg punktowy dla spawnu bossa
bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
bool gameOver = false;
unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
// Używane do powerup i debuff flagi
struct {
bool movingSpeed = false;
bool firerate = false;
bool tripleShot = false;
} powerUpCollected;
struct {
bool movingSpeed = false;
bool firerate = false;
bool bulletSpeed = false;
} debuffCollected;
};
#endif //PLANSZA_H

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@@ -22,6 +22,7 @@ public:
void shoot() override;
void alternate_shoot();
void ultimate_shoot();
void setFirerate(unsigned int firerate);
void move(float deltaX, float deltaY) override;
void moveLeft() override;
@@ -31,11 +32,16 @@ public:
void takeDamage();
void setTripleShot(bool toogle);
void setBulletSpeed(float speed);
bool getUltimateStatus();
void update();
std::vector<Rocket>& getRockets();
void loadTexture();
void setUltimateStatus(bool status);
private:
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
std::vector<Rocket> rockets;
@@ -44,8 +50,10 @@ private:
sf::Color originalColor;
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
float bulletSpeed = 10.0f; // prędkość pocisku
bool isImmortal = false; // flaga na immortal
bool tripleShot = false; // flaga na potrójny strzał
bool ultimateShootActive = false;
};

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@@ -6,7 +6,7 @@ AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf:
enemyBulletTexture = bulletTexture;
hp = 2; // 2 punkty życia
firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość
moving_speed = 4.0f; // Prędkość
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
}
@@ -86,5 +86,6 @@ void AdvancedEnemy::takeDamage() {
if (--hp <= 0) {
alive = false;
Plansza::score += 10;
Plansza::ultimateCounter += 10;
}
}

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@@ -6,8 +6,8 @@
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
BombaTexture = bulletTexture;
hp = 2; // 2 punkty życia
firerate = 10000; // Strzela co 10
moving_speed = 10.0f; // Prędkość
firerate = 6000; // Strzela co 6
moving_speed = 8.0f; // Prędkość
}
void Bomber::setPlanszaHeight(float height, float width) {
@@ -122,5 +122,6 @@ void Bomber::takeDamage() {
if (--hp <= 0) {
alive = false;
Plansza::score += 15;
Plansza::ultimateCounter += 15;
}
}

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@@ -13,7 +13,7 @@ Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bull
}
hp = 100;
firerate = 2000;
movementSpeed = 2.0f;
movementSpeed = 3.0f;
}

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@@ -1,5 +1,11 @@
#include "../headers/Bullet.h"
Bullet::Bullet(float x, float y, sf::Texture &texture): Projectile(x,y, texture) {}
Bullet::Bullet(float x, float y, sf::Texture &texture, float speed): Projectile(x,y, texture) {
this->speed = -speed;
}
void Bullet::update() {
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
sprite.move(0.0f, speed);

21
sources/Debuff.cpp Normal file
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@@ -0,0 +1,21 @@
#include "../headers/Debuff.h"
Debuff::Debuff(float x, float y, sf::Texture &texture, Type type) : ObjectItem(x, y, texture) {
position.x = x;
position.y = y;
texture_ = texture;
sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setScale(0.5f, 0.5f);
sprite.setPosition(x, y);
movingSpeed = 3.0f;
this->type_ = type;
}
void Debuff::update() {
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
position.y += int(movingSpeed); // przesunięcie pozycji
if(position.y > 900) {
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
}
}

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@@ -5,7 +5,7 @@
Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 1; // Przeciwnik ma 1 punkt życia
firerate = 2000; // Strzela co 2
moving_speed = 2.0f; // Prędkość
moving_speed = 2.5f; // Prędkość
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
}
@@ -76,5 +76,6 @@ void Enemy::takeDamage() {
if (--hp <= 0) {
alive = false;
Plansza::score += 5;
Plansza::ultimateCounter += 5;
}
}

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@@ -8,7 +8,7 @@
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 3; // 3 punkty życia
moving_speed = 2.0f; // Prędkość
moving_speed = 5.0f; // Prędkość
}
void Kamikadze::shoot(){}
@@ -131,5 +131,6 @@ void Kamikadze::takeDamage() {
if (--hp <= 0) {
alive = false;
Plansza::score += 20;
Plansza::ultimateCounter += 20;
}
}

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@@ -2,6 +2,7 @@
#include <iostream>
#include "../headers/Plansza.h"
#include "../headers/RandomNumberGenerator.h"
#include <SFML/Graphics.hpp>
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
: background("../assets/img/background/background.png", 2.0f) {
@@ -29,6 +30,9 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
// Ładowanie tekstur wrogów
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
@@ -43,6 +47,8 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
exit(-500);
}
loadUltimateIndicators();
score = 0;
// Wczytywanie czcionki dla licznika punktów
@@ -57,6 +63,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
audioManager.loadSoundEffect("destroyed", "../assets/sounds/destroyed.ogg");
heartStats.emplace_back(heartTexture);
heartStats.emplace_back(heartTexture);
@@ -67,9 +74,39 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
meteorSpawnClock.restart();
powerUpSpawnClock.restart();
debuffSpawnClock.restart();
spawn_player();
spawnClock.restart();
// spawnClock.restart();
}
void Plansza::loadUltimateIndicators() {
const std::string texturePaths[11] = {
"../assets/img/ultimate/ultimate_0.png",
"../assets/img/ultimate/ultimate_10.png",
"../assets/img/ultimate/ultimate_20.png",
"../assets/img/ultimate/ultimate_30.png",
"../assets/img/ultimate/ultimate_40.png",
"../assets/img/ultimate/ultimate_50.png",
"../assets/img/ultimate/ultimate_60.png",
"../assets/img/ultimate/ultimate_70.png",
"../assets/img/ultimate/ultimate_80.png",
"../assets/img/ultimate/ultimate_90.png",
"../assets/img/ultimate/ultimate_100.png"
};
for (int i = 0; i < 11; ++i) {
if (!ultimateIndicatorTextures[i].loadFromFile(texturePaths[i])) {
std::cerr << "Failed to load ultimate indicator texture: " << texturePaths[i] << std::endl;
exit(-1);
}
sf::Sprite sprite;
sprite.setTexture(ultimateIndicatorTextures[i]);
sprite.setPosition(10, window->getSize().y - 60);
sprite.setScale(0.7f, 0.7f);
ultimateIndicators.push_back(sprite);
}
}
// TODO: Refactor tej metody bo rozrosła się za bardzo już
@@ -101,6 +138,15 @@ void Plansza::update() {
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && !ship->getUltimateStatus() && ultimateCounter >= 200) {
ultimateClock.restart();
ship->ultimate_shoot();
}
int indicatorIndex = ultimateCounter / 20;
indicatorIndex = std::min(indicatorIndex, 10); // Zapobiegaj przekroczeniu zakresu
window->draw(ultimateIndicators[indicatorIndex]);
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
ship->shoot();
@@ -117,11 +163,12 @@ void Plansza::update() {
spawn_meteor();
spawn_hearts();
spawn_power_up();
// spawn_enemy();
// spawn_advanced_enemy();
// spawn_wiazkowiec();
// spawn_bomber();
// spawn_kamikadze();
spawn_debuff();
spawn_enemy();
spawn_advanced_enemy();
spawn_wiazkowiec();
spawn_bomber();
spawn_kamikadze();
spawn_boss();
// utrzymanie meteorów i pocisków w ruchu
@@ -140,6 +187,11 @@ void Plansza::update() {
window->draw(powerUp.getSprite());
}
for (auto &debuff: debuffs) {
debuff.update();
window->draw(debuff.getSprite());
}
for (auto &bullet: ship->getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
@@ -154,6 +206,7 @@ void Plansza::update() {
update_meteors();
update_hearts();
update_power_ups();
update_debuffs();
ship->updateBullets();
window->draw(ship->getSprite());
@@ -161,16 +214,35 @@ void Plansza::update() {
check_Meteor_collisions();
check_Heart_collisions();
check_PowerUp_collisions();
check_Debuff_collisions();
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.movingSpeed) {
powerUpCollected.movingSpeed = false;
ship->setMovingSpeed(8.0f);
}
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f && powerUpCollected.firerate) {
powerUpCollected.firerate = false;
ship->setFirerate(200);
}
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.tripleShot) {
powerUpCollected.tripleShot = false;
ship->setTripleShot(false);
}
if (movingSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.movingSpeed) {
debuffCollected.movingSpeed = false;
ship->setMovingSpeed(8.0f);
}
if (firerateDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.firerate) {
debuffCollected.firerate = false;
ship->setFirerate(200);
}
if (bulletSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.bulletSpeed) {
debuffCollected.bulletSpeed = false;
ship->setBulletSpeed(10.0f);
}
handleUltimate();
if (gameOver) {
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
@@ -507,7 +579,6 @@ void Plansza::update() {
}
}
for (auto &bomberEnemy: BEnemies) {
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
bool bulletDestroyed = false;
@@ -834,6 +905,14 @@ void Plansza::update_power_ups() {
}
}
void Plansza::update_debuffs() {
for (auto& debuff : debuffs) {
if(debuff.getStatus()) {
debuffs.erase(debuffs.begin());
}
}
}
void Plansza::spawn_meteor() {
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
@@ -857,7 +936,7 @@ void Plansza::spawn_hearts() {
}
void Plansza::spawn_power_up() {
if (powerUpSpawnClock.getElapsedTime().asSeconds() > 5) {
if (powerUpSpawnClock.getElapsedTime().asSeconds() > 15) {
if (powerUps.size() < 2) {
auto powerUpRand = rand() % 3;
switch (powerUpRand) {
@@ -869,6 +948,7 @@ void Plansza::spawn_power_up() {
break;
case 2:
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
break;
}
@@ -877,6 +957,25 @@ void Plansza::spawn_power_up() {
}
}
void Plansza::spawn_debuff() {
if (debuffSpawnClock.getElapsedTime().asSeconds() > 30) {
if (debuffs.size() < 1) {
switch (rand() % 3) {
case 0:
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, movingSpeedDebuffTexture, Debuff::movingSpeedDbf);
break;
case 1:
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, firerateDebuffTexture, Debuff::firerateDbf);
break;
case 2:
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, bulletSpeedDebuffTexture, Debuff::bulletSpeedDbf);
break;
}
}
debuffSpawnClock.restart();
}
}
void Plansza::spawn_player() {
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
ship->loadTexture();
@@ -885,7 +984,7 @@ void Plansza::spawn_player() {
}
void Plansza::spawn_enemy() {
if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
if (enemySpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 3 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
enemies.emplace_back(spawnX, -50, enemyTexture);
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
@@ -895,7 +994,7 @@ void Plansza::spawn_enemy() {
}
void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 8) { // Spawn co 10 sekund
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 5 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
@@ -904,7 +1003,7 @@ void Plansza::spawn_advanced_enemy() {
}
void Plansza::spawn_bomber() {
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 7) { // Spawn co 7 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
@@ -915,7 +1014,7 @@ void Plansza::spawn_bomber() {
}
void Plansza::spawn_kamikadze() {
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 40) { // Spawn co 10 sekund
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 9) { // Spawn co 9 sekund
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
@@ -924,7 +1023,7 @@ void Plansza::spawn_kamikadze() {
}
void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 10 sekund
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 6) { // Spawn co 6 sekund
if (WEnemies.size() < 1) {
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
@@ -937,7 +1036,7 @@ void Plansza::spawn_wiazkowiec() {
}
void Plansza::spawn_boss() {
if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach
if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po BossThreshold i jesli go nie ma
boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
boss->setPlanszaHeight(size.width, size.height);
bossSpawned = true;
@@ -958,6 +1057,10 @@ std::vector<Meteor> &Plansza::getMeteors() {
void Plansza::update_score() {
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
score++;
ultimateCounter++;
if (ultimateCounter >= 200) {
ultimateCounter = 200;
}
scoreClock.restart();
}
@@ -972,14 +1075,17 @@ void Plansza::check_PowerUp_collisions() {
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
ship->setMovingSpeed(15.0f);
powerUpCollected.movingSpeed = true;
movingSpeedPUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::firerateUp) {
ship->setFirerate(100);
powerUpCollected.firerate = true;
fireratePUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
ship->setTripleShot(true);
powerUpCollected.tripleShot = true;
tripleShotPUTimer.restart();
}
powerUpIt = powerUps.erase(powerUpIt);
@@ -989,6 +1095,31 @@ void Plansza::check_PowerUp_collisions() {
}
}
void Plansza::check_Debuff_collisions() {
for (auto debuffIt = debuffs.begin(); debuffIt != debuffs.end();) {
if (ship->getSprite().getGlobalBounds().intersects(debuffIt->getSprite().getGlobalBounds())) {
if (debuffIt->getType() == Debuff::movingSpeedDbf) {
ship->setMovingSpeed(4.0f);
debuffCollected.movingSpeed = true;
movingSpeedDebuffTimer.restart();
}
if (debuffIt->getType() == Debuff::firerateDbf) {
ship->setFirerate(500);
debuffCollected.firerate = true;
firerateDebuffTimer.restart();
}
if (debuffIt->getType() == Debuff::bulletSpeedDbf) {
ship->setBulletSpeed(5.0f);
debuffCollected.bulletSpeed = true;
bulletSpeedDebuffTimer.restart();
}
debuffIt = debuffs.erase(debuffIt);
} else {
++debuffIt;
}
}
}
void Plansza::check_Heart_collisions() {
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
@@ -1010,4 +1141,30 @@ void Plansza::check_Meteor_collisions() {
ships Plansza::selectedShip = none;
unsigned int Plansza::score = 0;
unsigned int Plansza::ultimateCounter = 0;
void Plansza::handleUltimate() {
if (ship->getUltimateStatus() && ultimateCounter >= 200) {
float elapsedTime = ultimateClock.getElapsedTime().asSeconds();
if (ship->getUltimateStatus() && ultimateClock.getElapsedTime().asSeconds() >= 1) {
ultimateCounter = 0;
}
if (elapsedTime < 1) {
sf::RectangleShape ultimateShape(sf::Vector2f(600, 800));
int alpha = static_cast<int>(255 * (1 - elapsedTime));
ultimateShape.setFillColor(sf::Color(255, 255, 255, alpha));
meteors.clear();
debuffs.clear();
enemies.clear();
AEnemies.clear();
BEnemies.clear();
KEnemies.clear();
WEnemies.clear();
window->draw(ultimateShape);
} else {
ship->setUltimateStatus(false);
}
}
}

View File

@@ -1,11 +1,11 @@
#include "../headers/Player.h"
#include <iostream>
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/Text.hpp>
#include "../headers/Player.h"
#include "../headers/Plansza.h"
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
hp = 3;
if(Plansza::selectedShip != none) {
@@ -37,13 +37,13 @@ void Player::shoot() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
if (tripleShot == true) {
bullets.emplace_back(position.x - 40, position.y, bulletTexture);
bullets.emplace_back(position.x, position.y, bulletTexture);
bullets.emplace_back(position.x + 40, position.y, bulletTexture);
bullets.emplace_back(position.x - 40, position.y, bulletTexture, bulletSpeed);
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
bullets.emplace_back(position.x + 40, position.y, bulletTexture, bulletSpeed);
lastShotTime = now;
}
if (tripleShot == false) {
bullets.emplace_back(position.x, position.y, bulletTexture);
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
lastShotTime = now;
}
}
@@ -58,6 +58,10 @@ void Player::alternate_shoot() {
}
}
void Player::ultimate_shoot() {
ultimateShootActive = true;
}
void Player::update() {
// Wyłącz nieśmiertelność po określonym czasie
if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
@@ -123,4 +127,17 @@ std::vector<Rocket> &Player::getRockets() {
return rockets;
}
void Player::setBulletSpeed(float speed) {
this->bulletSpeed = speed;
}
Player* Player::player_ = nullptr;
bool Player::getUltimateStatus() {
return ultimateShootActive;
}
void Player::setUltimateStatus(bool status) {
ultimateShootActive = status;
}

View File

@@ -200,6 +200,7 @@ void Wiazkowiec::takeDamage() {
if (--hp <= 0) {
alive = false;
Plansza::score += 10;
Plansza::ultimateCounter += 10;
}
}