Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| bafab8d75a | |||
| 92d5f66a91 | |||
| 622e814d1c | |||
| 0834460e82 | |||
| c332b7e729 | |||
| 44f56e2035 | |||
| f2426f5930 | |||
| 7a808d46a6 | |||
| 67f396ae84 |
@@ -44,6 +44,8 @@ add_executable(LotoStatek main.cpp
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sources/Heart.cpp
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headers/PowerUp.h
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sources/PowerUp.cpp
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headers/Debuff.h
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sources/Debuff.cpp
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sources/Boss.cpp
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headers/Boss.h
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)
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BIN
assets/img/debuffs/BulletSpeedDBF.png
Normal file
BIN
assets/img/debuffs/BulletSpeedDBF.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.4 KiB |
BIN
assets/img/debuffs/firerateDBF.png
Normal file
BIN
assets/img/debuffs/firerateDBF.png
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Binary file not shown.
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After Width: | Height: | Size: 2.8 KiB |
BIN
assets/img/debuffs/movingSpeedDBF.png
Normal file
BIN
assets/img/debuffs/movingSpeedDBF.png
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Binary file not shown.
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After Width: | Height: | Size: 6.4 KiB |
@@ -5,7 +5,10 @@
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class Bullet : public Projectile {
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public:
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Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
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Bullet(float x, float y, sf::Texture &texture);
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Bullet(float x, float y, sf::Texture &texture, float speed);
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void update() override;
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};
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24
headers/Debuff.h
Normal file
24
headers/Debuff.h
Normal file
@@ -0,0 +1,24 @@
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#ifndef DEBUFF_H
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#define DEBUFF_H
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#include "ObjectItem.hpp"
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class Debuff : public ObjectItem {
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public:
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enum Type {
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movingSpeedDbf,
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firerateDbf,
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bulletSpeedDbf
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};
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Debuff(float x, float y, sf::Texture &texture, Type type);
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void update() override;
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Type getType() const {
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return type_;
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}
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private:
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Type type_;
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};
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#endif //DEBUFF_H
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@@ -16,6 +16,7 @@
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#include "Plansza.h"
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#include "Heart.hpp"
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#include "PowerUp.h"
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#include "Debuff.h"
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#include "Size.h"
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#include "Boss.h"
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@@ -34,9 +35,11 @@ public:
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void spawn_meteor();
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void spawn_hearts();
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void spawn_power_up();
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void spawn_debuff();
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void update_meteors();
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void update_hearts();
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void update_power_ups();
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void update_debuffs();
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void update();
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@@ -45,14 +48,15 @@ public:
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void check_PowerUp_collisions();
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void check_Heart_collisions();
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void check_Meteor_collisions();
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void check_Debuff_collisions();
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void handleUltimate();
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void spawn_player();
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void spawn_enemy();
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void spawn_advanced_enemy();
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void spawn_wiazkowiec();
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void spawn_boss();
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void spawn_bomber();
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void spawn_kamikadze();
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~Plansza() {
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@@ -62,20 +66,29 @@ public:
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static ships selectedShip;
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static unsigned int score;
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static unsigned int ultimateCounter;
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sf::Font font;
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private:
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Background background;
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AudioManager audioManager;
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Player *ship;
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Size size;
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sf::RenderWindow *window;
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sf::Clock meteorSpawnClock;
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sf::Clock heartSpawnClock;
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sf::Clock powerUpSpawnClock;
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// Timers
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sf::Clock movingSpeedPUTimer;
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sf::Clock fireratePUTimer;
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sf::Clock tripleShotPUTimer;
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sf::Clock spawnClock;
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sf::Clock movingSpeedDebuffTimer;
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sf::Clock firerateDebuffTimer;
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sf::Clock bulletSpeedDebuffTimer;
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// Zegary
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sf::Clock meteorSpawnClock;
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sf::Clock heartSpawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock debuffSpawnClock;
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sf::Clock ultimateClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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sf::Clock enemySpawnClock;
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@@ -83,6 +96,8 @@ private:
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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//Textury
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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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@@ -102,6 +117,11 @@ private:
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sf::Texture movingSpeedPowerUpTexture;
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sf::Texture fireratePowerUpTexture;
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sf::Texture tripleShotPowerUpTexture;
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sf::Texture movingSpeedDebuffTexture;
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sf::Texture firerateDebuffTexture;
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sf::Texture bulletSpeedDebuffTexture;
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// Tablice
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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@@ -111,11 +131,26 @@ private:
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std::vector<Heart> hearts;
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std::vector<sf::Sprite> heartStats;
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std::vector<PowerUp> powerUps;
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std::vector<Debuff> debuffs;
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// Zmienne prymitywne
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Boss* boss = nullptr; // Wskaźnik na bossa
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sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
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unsigned int nextBossScoreThreshold = 1000; // Próg punktowy dla spawnu bossa
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bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
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bool gameOver = false;
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unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
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// Używane do powerup i debuff flagi
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struct {
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bool movingSpeed = false;
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bool firerate = false;
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bool tripleShot = false;
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} powerUpCollected;
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struct {
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bool movingSpeed = false;
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bool firerate = false;
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bool bulletSpeed = false;
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} debuffCollected;
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};
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#endif //PLANSZA_H
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@@ -22,6 +22,7 @@ public:
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void shoot() override;
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void alternate_shoot();
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void ultimate_shoot();
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void setFirerate(unsigned int firerate);
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void move(float deltaX, float deltaY) override;
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void moveLeft() override;
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@@ -31,11 +32,16 @@ public:
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void takeDamage();
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void setTripleShot(bool toogle);
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void setBulletSpeed(float speed);
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bool getUltimateStatus();
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void update();
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std::vector<Rocket>& getRockets();
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void loadTexture();
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void setUltimateStatus(bool status);
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private:
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std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::vector<Rocket> rockets;
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@@ -44,8 +50,10 @@ private:
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sf::Color originalColor;
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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float bulletSpeed = 10.0f; // prędkość pocisku
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bool isImmortal = false; // flaga na immortal
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bool tripleShot = false; // flaga na potrójny strzał
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bool ultimateShootActive = false;
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};
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@@ -86,5 +86,6 @@ void AdvancedEnemy::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 10;
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Plansza::ultimateCounter += 10;
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}
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}
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@@ -122,5 +122,6 @@ void Bomber::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 15;
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Plansza::ultimateCounter += 15;
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}
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}
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@@ -1,5 +1,11 @@
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#include "../headers/Bullet.h"
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Bullet::Bullet(float x, float y, sf::Texture &texture): Projectile(x,y, texture) {}
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Bullet::Bullet(float x, float y, sf::Texture &texture, float speed): Projectile(x,y, texture) {
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this->speed = -speed;
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}
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void Bullet::update() {
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//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
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sprite.move(0.0f, speed);
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21
sources/Debuff.cpp
Normal file
21
sources/Debuff.cpp
Normal file
@@ -0,0 +1,21 @@
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#include "../headers/Debuff.h"
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Debuff::Debuff(float x, float y, sf::Texture &texture, Type type) : ObjectItem(x, y, texture) {
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position.x = x;
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position.y = y;
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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.setScale(0.5f, 0.5f);
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sprite.setPosition(x, y);
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movingSpeed = 3.0f;
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this->type_ = type;
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}
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void Debuff::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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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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@@ -76,5 +76,6 @@ void Enemy::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 5;
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Plansza::ultimateCounter += 5;
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}
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}
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@@ -131,5 +131,6 @@ void Kamikadze::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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Plansza::score += 20;
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Plansza::ultimateCounter += 20;
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}
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}
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@@ -2,6 +2,7 @@
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/RandomNumberGenerator.h"
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#include <SFML/Graphics.hpp>
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
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: background("../assets/img/background/background.png", 2.0f) {
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@@ -29,6 +30,9 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
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fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
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tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
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movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
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firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
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bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
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// Ładowanie tekstur wrogów
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enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
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advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
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@@ -67,9 +71,10 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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meteorSpawnClock.restart();
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powerUpSpawnClock.restart();
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debuffSpawnClock.restart();
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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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// TODO: Refactor tej metody bo rozrosła się za bardzo już
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@@ -101,6 +106,11 @@ void Plansza::update() {
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && !ship->getUltimateStatus() && ultimateCounter >= 200) {
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ultimateClock.restart();
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ship->ultimate_shoot();
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}
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship->shoot();
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@@ -117,12 +127,13 @@ void Plansza::update() {
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spawn_meteor();
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spawn_hearts();
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spawn_power_up();
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// spawn_enemy();
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// spawn_advanced_enemy();
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// spawn_wiazkowiec();
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// spawn_bomber();
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// spawn_kamikadze();
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spawn_boss();
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spawn_debuff();
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spawn_enemy();
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spawn_advanced_enemy();
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spawn_wiazkowiec();
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spawn_bomber();
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spawn_kamikadze();
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// spawn_boss();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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@@ -140,6 +151,11 @@ void Plansza::update() {
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window->draw(powerUp.getSprite());
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}
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for (auto &debuff: debuffs) {
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debuff.update();
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window->draw(debuff.getSprite());
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}
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for (auto &bullet: ship->getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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@@ -154,6 +170,7 @@ void Plansza::update() {
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update_meteors();
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update_hearts();
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update_power_ups();
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update_debuffs();
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ship->updateBullets();
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window->draw(ship->getSprite());
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@@ -161,16 +178,36 @@ void Plansza::update() {
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check_Meteor_collisions();
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check_Heart_collisions();
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check_PowerUp_collisions();
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check_Debuff_collisions();
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if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
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// TODO: Dodać flagę aby warunek był sprawdzany nie tylko pod kątem Timeru ale również pod kątem ustawionej flagi
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if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.movingSpeed) {
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powerUpCollected.movingSpeed = false;
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ship->setMovingSpeed(8.0f);
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}
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if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
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if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f && powerUpCollected.firerate) {
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powerUpCollected.firerate = false;
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ship->setFirerate(200);
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}
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if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
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if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.tripleShot) {
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powerUpCollected.tripleShot = false;
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ship->setTripleShot(false);
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}
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if (movingSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.movingSpeed) {
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debuffCollected.movingSpeed = false;
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ship->setMovingSpeed(8.0f);
|
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}
|
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if (firerateDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.firerate) {
|
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debuffCollected.firerate = false;
|
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ship->setFirerate(200);
|
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}
|
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if (bulletSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.bulletSpeed) {
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debuffCollected.bulletSpeed = false;
|
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ship->setBulletSpeed(10.0f);
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}
|
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|
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handleUltimate();
|
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|
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if (gameOver) {
|
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
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@@ -507,7 +544,6 @@ void Plansza::update() {
|
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}
|
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}
|
||||
|
||||
|
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for (auto &bomberEnemy: BEnemies) {
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for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
|
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bool bulletDestroyed = false;
|
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@@ -834,6 +870,14 @@ void Plansza::update_power_ups() {
|
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}
|
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}
|
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|
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void Plansza::update_debuffs() {
|
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for (auto& debuff : debuffs) {
|
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if(debuff.getStatus()) {
|
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debuffs.erase(debuffs.begin());
|
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}
|
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}
|
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}
|
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|
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void Plansza::spawn_meteor() {
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if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
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if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
|
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@@ -857,7 +901,7 @@ void Plansza::spawn_hearts() {
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}
|
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|
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void Plansza::spawn_power_up() {
|
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if (powerUpSpawnClock.getElapsedTime().asSeconds() > 5) {
|
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if (powerUpSpawnClock.getElapsedTime().asSeconds() > 15) {
|
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if (powerUps.size() < 2) {
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auto powerUpRand = rand() % 3;
|
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switch (powerUpRand) {
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@@ -869,6 +913,7 @@ void Plansza::spawn_power_up() {
|
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break;
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case 2:
|
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powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
|
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break;
|
||||
}
|
||||
|
||||
|
||||
@@ -877,6 +922,25 @@ 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();
|
||||
@@ -958,6 +1022,10 @@ 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 +1040,17 @@ 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 +1060,31 @@ 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 +1106,30 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -200,6 +200,7 @@ void Wiazkowiec::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 10;
|
||||
Plansza::ultimateCounter += 10;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user