Compare commits
13 Commits
BossV1
...
ultimateIm
| Author | SHA1 | Date | |
|---|---|---|---|
| bad49c78a5 | |||
| f5d9bae6e9 | |||
| 696714cf9a | |||
| 3c0cd4b950 | |||
| 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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sources/Heart.cpp
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headers/PowerUp.h
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headers/PowerUp.h
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sources/PowerUp.cpp
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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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sources/Boss.cpp
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headers/Boss.h
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headers/Boss.h
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)
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)
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BIN
assets/img/debuffs/BulletSpeedDBF.png
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After Width: | Height: | Size: 1.4 KiB |
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assets/img/debuffs/firerateDBF.png
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After Width: | Height: | Size: 2.8 KiB |
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assets/img/debuffs/movingSpeedDBF.png
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After Width: | Height: | Size: 6.4 KiB |
BIN
assets/img/ultimate/ultimate_0.png
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After Width: | Height: | Size: 2.2 KiB |
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assets/img/ultimate/ultimate_10.png
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After Width: | Height: | Size: 1.9 KiB |
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assets/img/ultimate/ultimate_100.png
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After Width: | Height: | Size: 6.1 KiB |
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assets/img/ultimate/ultimate_20.png
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After Width: | Height: | Size: 2.2 KiB |
BIN
assets/img/ultimate/ultimate_30.png
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After Width: | Height: | Size: 2.3 KiB |
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assets/img/ultimate/ultimate_40.png
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After Width: | Height: | Size: 2.6 KiB |
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assets/img/ultimate/ultimate_50.png
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After Width: | Height: | Size: 3.0 KiB |
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assets/img/ultimate/ultimate_60.png
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After Width: | Height: | Size: 3.3 KiB |
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assets/img/ultimate/ultimate_70.png
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After Width: | Height: | Size: 3.9 KiB |
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assets/img/ultimate/ultimate_80.png
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After Width: | Height: | Size: 4.5 KiB |
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assets/img/ultimate/ultimate_90.png
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After Width: | Height: | Size: 5.0 KiB |
BIN
assets/sounds/destroyed.ogg
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@@ -5,7 +5,10 @@
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class Bullet : public Projectile {
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class Bullet : public Projectile {
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public:
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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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void update() override;
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};
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};
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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 "Plansza.h"
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#include "Heart.hpp"
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#include "Heart.hpp"
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#include "PowerUp.h"
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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 "Size.h"
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#include "Boss.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_meteor();
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void spawn_hearts();
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void spawn_hearts();
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void spawn_power_up();
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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_meteors();
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void update_hearts();
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void update_hearts();
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void update_power_ups();
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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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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_PowerUp_collisions();
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void check_Heart_collisions();
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void check_Heart_collisions();
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void check_Meteor_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_player();
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void spawn_enemy();
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void spawn_enemy();
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void spawn_advanced_enemy();
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void spawn_advanced_enemy();
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void spawn_wiazkowiec();
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void spawn_wiazkowiec();
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void spawn_boss();
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void spawn_boss();
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void spawn_bomber();
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void spawn_bomber();
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void spawn_kamikadze();
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void spawn_kamikadze();
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~Plansza() {
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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 ships selectedShip;
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static unsigned int score;
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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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sf::Font font;
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private:
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private:
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Background background;
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Background background;
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AudioManager audioManager;
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AudioManager audioManager;
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Player *ship;
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Player *ship;
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Size size;
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Size size;
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sf::RenderWindow *window;
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sf::RenderWindow *window;
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sf::Clock meteorSpawnClock;
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// Timers
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sf::Clock heartSpawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock movingSpeedPUTimer;
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sf::Clock movingSpeedPUTimer;
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sf::Clock fireratePUTimer;
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sf::Clock fireratePUTimer;
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sf::Clock tripleShotPUTimer;
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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 scoreClock;
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sf::Clock shooterSpawnClock;
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sf::Clock shooterSpawnClock;
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sf::Clock enemySpawnClock;
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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 BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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//Textury
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sf::Texture playerTexture;
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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sf::Texture playerRocketTexture;
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@@ -102,6 +117,12 @@ private:
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sf::Texture movingSpeedPowerUpTexture;
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sf::Texture movingSpeedPowerUpTexture;
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sf::Texture fireratePowerUpTexture;
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sf::Texture fireratePowerUpTexture;
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sf::Texture tripleShotPowerUpTexture;
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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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sf::Texture ultimateIndicatorTextures[11];
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// Tablice
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std::vector<Enemy> enemies;
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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std::vector<Bomber> BEnemies;
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@@ -111,11 +132,29 @@ private:
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std::vector<Heart> hearts;
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std::vector<Heart> hearts;
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std::vector<sf::Sprite> heartStats;
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std::vector<sf::Sprite> heartStats;
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std::vector<PowerUp> powerUps;
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std::vector<PowerUp> powerUps;
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std::vector<Debuff> debuffs;
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std::vector<sf::Sprite> ultimateIndicators;
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void loadUltimateIndicators();
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// Zmienne prymitywne
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Boss* boss = nullptr; // Wskaźnik na bossa
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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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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 bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
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bool gameOver = false;
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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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};
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#endif //PLANSZA_H
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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 shoot() override;
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void alternate_shoot();
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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 setFirerate(unsigned int firerate);
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void move(float deltaX, float deltaY) override;
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void move(float deltaX, float deltaY) override;
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void moveLeft() 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 takeDamage();
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void setTripleShot(bool toogle);
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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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void update();
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std::vector<Rocket>& getRockets();
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std::vector<Rocket>& getRockets();
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void loadTexture();
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void loadTexture();
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void setUltimateStatus(bool status);
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private:
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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::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
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std::vector<Rocket> rockets;
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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::Color originalColor;
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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float bulletSpeed = 10.0f; // prędkość pocisku
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bool isImmortal = false; // flaga na immortal
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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 tripleShot = false; // flaga na potrójny strzał
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bool ultimateShootActive = false;
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};
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};
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@@ -6,7 +6,7 @@ AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf:
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enemyBulletTexture = bulletTexture;
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enemyBulletTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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hp = 2; // 2 punkty życia
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firerate = 2000; // Strzela co 2
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firerate = 2000; // Strzela co 2
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moving_speed = 2.0f; // Prędkość
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moving_speed = 4.0f; // Prędkość
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enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
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enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
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}
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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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if (--hp <= 0) {
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alive = false;
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alive = false;
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Plansza::score += 10;
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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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}
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}
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@@ -6,8 +6,8 @@
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Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
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BombaTexture = bulletTexture;
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BombaTexture = bulletTexture;
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hp = 2; // 2 punkty życia
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hp = 2; // 2 punkty życia
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firerate = 10000; // Strzela co 10
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firerate = 6000; // Strzela co 6
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moving_speed = 10.0f; // Prędkość
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moving_speed = 8.0f; // Prędkość
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}
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}
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void Bomber::setPlanszaHeight(float height, float width) {
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void Bomber::setPlanszaHeight(float height, float width) {
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@@ -122,5 +122,6 @@ void Bomber::takeDamage() {
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if (--hp <= 0) {
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if (--hp <= 0) {
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alive = false;
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alive = false;
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Plansza::score += 15;
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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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}
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}
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@@ -13,7 +13,7 @@ Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bull
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}
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}
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hp = 100;
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hp = 100;
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firerate = 2000;
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firerate = 2000;
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movementSpeed = 2.0f;
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movementSpeed = 3.0f;
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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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#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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void Bullet::update() {
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//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
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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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sprite.move(0.0f, speed);
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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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@@ -5,7 +5,7 @@
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Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
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hp = 1; // Przeciwnik ma 1 punkt życia
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hp = 1; // Przeciwnik ma 1 punkt życia
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firerate = 2000; // Strzela co 2
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firerate = 2000; // Strzela co 2
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moving_speed = 2.0f; // Prędkość
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moving_speed = 2.5f; // Prędkość
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enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
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enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
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}
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}
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|
||||||
@@ -76,5 +76,6 @@ void Enemy::takeDamage() {
|
|||||||
if (--hp <= 0) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 5;
|
Plansza::score += 5;
|
||||||
|
Plansza::ultimateCounter += 5;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
|
|
||||||
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) {
|
||||||
hp = 3; // 3 punkty życia
|
hp = 3; // 3 punkty życia
|
||||||
moving_speed = 2.0f; // Prędkość
|
moving_speed = 5.0f; // Prędkość
|
||||||
}
|
}
|
||||||
|
|
||||||
void Kamikadze::shoot(){}
|
void Kamikadze::shoot(){}
|
||||||
@@ -131,5 +131,6 @@ void Kamikadze::takeDamage() {
|
|||||||
if (--hp <= 0) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 20;
|
Plansza::score += 20;
|
||||||
|
Plansza::ultimateCounter += 20;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include "../headers/Plansza.h"
|
#include "../headers/Plansza.h"
|
||||||
#include "../headers/RandomNumberGenerator.h"
|
#include "../headers/RandomNumberGenerator.h"
|
||||||
|
#include <SFML/Graphics.hpp>
|
||||||
|
|
||||||
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
|
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) {
|
||||||
@@ -29,6 +30,9 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
|||||||
movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
|
movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
|
||||||
fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
|
fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
|
||||||
tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.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
|
// Ładowanie tekstur wrogów
|
||||||
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
|
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
|
||||||
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_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);
|
exit(-500);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
loadUltimateIndicators();
|
||||||
|
|
||||||
score = 0;
|
score = 0;
|
||||||
|
|
||||||
// Wczytywanie czcionki dla licznika punktów
|
// 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", "../assets/sounds/shoot.ogg");
|
||||||
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");
|
||||||
|
audioManager.loadSoundEffect("destroyed", "../assets/sounds/destroyed.ogg");
|
||||||
|
|
||||||
heartStats.emplace_back(heartTexture);
|
heartStats.emplace_back(heartTexture);
|
||||||
heartStats.emplace_back(heartTexture);
|
heartStats.emplace_back(heartTexture);
|
||||||
@@ -67,9 +74,39 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
|||||||
|
|
||||||
meteorSpawnClock.restart();
|
meteorSpawnClock.restart();
|
||||||
powerUpSpawnClock.restart();
|
powerUpSpawnClock.restart();
|
||||||
|
debuffSpawnClock.restart();
|
||||||
spawn_player();
|
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
|
// 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
|
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
|
||||||
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
|
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
|
||||||
ship->shoot();
|
ship->shoot();
|
||||||
@@ -117,11 +163,12 @@ void Plansza::update() {
|
|||||||
spawn_meteor();
|
spawn_meteor();
|
||||||
spawn_hearts();
|
spawn_hearts();
|
||||||
spawn_power_up();
|
spawn_power_up();
|
||||||
// spawn_enemy();
|
spawn_debuff();
|
||||||
// spawn_advanced_enemy();
|
spawn_enemy();
|
||||||
// spawn_wiazkowiec();
|
spawn_advanced_enemy();
|
||||||
// spawn_bomber();
|
spawn_wiazkowiec();
|
||||||
// spawn_kamikadze();
|
spawn_bomber();
|
||||||
|
spawn_kamikadze();
|
||||||
spawn_boss();
|
spawn_boss();
|
||||||
|
|
||||||
// utrzymanie meteorów i pocisków w ruchu
|
// utrzymanie meteorów i pocisków w ruchu
|
||||||
@@ -140,6 +187,11 @@ void Plansza::update() {
|
|||||||
window->draw(powerUp.getSprite());
|
window->draw(powerUp.getSprite());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (auto &debuff: debuffs) {
|
||||||
|
debuff.update();
|
||||||
|
window->draw(debuff.getSprite());
|
||||||
|
}
|
||||||
|
|
||||||
for (auto &bullet: ship->getBullets()) {
|
for (auto &bullet: ship->getBullets()) {
|
||||||
bullet.update();
|
bullet.update();
|
||||||
window->draw(bullet.getSprite());
|
window->draw(bullet.getSprite());
|
||||||
@@ -154,6 +206,7 @@ void Plansza::update() {
|
|||||||
update_meteors();
|
update_meteors();
|
||||||
update_hearts();
|
update_hearts();
|
||||||
update_power_ups();
|
update_power_ups();
|
||||||
|
update_debuffs();
|
||||||
ship->updateBullets();
|
ship->updateBullets();
|
||||||
|
|
||||||
window->draw(ship->getSprite());
|
window->draw(ship->getSprite());
|
||||||
@@ -161,16 +214,36 @@ void Plansza::update() {
|
|||||||
check_Meteor_collisions();
|
check_Meteor_collisions();
|
||||||
check_Heart_collisions();
|
check_Heart_collisions();
|
||||||
check_PowerUp_collisions();
|
check_PowerUp_collisions();
|
||||||
|
check_Debuff_collisions();
|
||||||
|
|
||||||
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
|
||||||
|
// TODO: Dodać flagę aby warunek był sprawdzany nie tylko pod kątem Timeru ale również pod kątem ustawionej flagi
|
||||||
|
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.movingSpeed) {
|
||||||
|
powerUpCollected.movingSpeed = false;
|
||||||
ship->setMovingSpeed(8.0f);
|
ship->setMovingSpeed(8.0f);
|
||||||
}
|
}
|
||||||
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
|
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f && powerUpCollected.firerate) {
|
||||||
|
powerUpCollected.firerate = false;
|
||||||
ship->setFirerate(200);
|
ship->setFirerate(200);
|
||||||
}
|
}
|
||||||
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
|
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.tripleShot) {
|
||||||
|
powerUpCollected.tripleShot = false;
|
||||||
ship->setTripleShot(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) {
|
if (gameOver) {
|
||||||
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
||||||
@@ -507,7 +580,6 @@ void Plansza::update() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
for (auto &bomberEnemy: BEnemies) {
|
for (auto &bomberEnemy: BEnemies) {
|
||||||
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
|
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
|
||||||
bool bulletDestroyed = false;
|
bool bulletDestroyed = false;
|
||||||
@@ -834,6 +906,14 @@ void Plansza::update_power_ups() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Plansza::update_debuffs() {
|
||||||
|
for (auto& debuff : debuffs) {
|
||||||
|
if(debuff.getStatus()) {
|
||||||
|
debuffs.erase(debuffs.begin());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Plansza::spawn_meteor() {
|
void Plansza::spawn_meteor() {
|
||||||
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
||||||
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
|
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||||
@@ -857,7 +937,7 @@ void Plansza::spawn_hearts() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_power_up() {
|
void Plansza::spawn_power_up() {
|
||||||
if (powerUpSpawnClock.getElapsedTime().asSeconds() > 5) {
|
if (powerUpSpawnClock.getElapsedTime().asSeconds() > 15) {
|
||||||
if (powerUps.size() < 2) {
|
if (powerUps.size() < 2) {
|
||||||
auto powerUpRand = rand() % 3;
|
auto powerUpRand = rand() % 3;
|
||||||
switch (powerUpRand) {
|
switch (powerUpRand) {
|
||||||
@@ -869,6 +949,7 @@ void Plansza::spawn_power_up() {
|
|||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
|
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -877,6 +958,25 @@ 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() {
|
void Plansza::spawn_player() {
|
||||||
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
||||||
ship->loadTexture();
|
ship->loadTexture();
|
||||||
@@ -885,7 +985,7 @@ void Plansza::spawn_player() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_enemy() {
|
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);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
enemies.emplace_back(spawnX, -50, enemyTexture);
|
enemies.emplace_back(spawnX, -50, enemyTexture);
|
||||||
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
|
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
|
||||||
@@ -895,7 +995,7 @@ void Plansza::spawn_enemy() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_advanced_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);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
|
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
|
||||||
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
|
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
|
||||||
@@ -904,7 +1004,7 @@ void Plansza::spawn_advanced_enemy() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_bomber() {
|
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);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
|
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
|
||||||
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
|
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
|
||||||
@@ -915,7 +1015,7 @@ void Plansza::spawn_bomber() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_kamikadze() {
|
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);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
|
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
|
||||||
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
|
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
|
||||||
@@ -924,7 +1024,7 @@ void Plansza::spawn_kamikadze() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_wiazkowiec() {
|
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) {
|
if (WEnemies.size() < 1) {
|
||||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
||||||
@@ -937,7 +1037,7 @@ void Plansza::spawn_wiazkowiec() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_boss() {
|
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 = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
|
||||||
boss->setPlanszaHeight(size.width, size.height);
|
boss->setPlanszaHeight(size.width, size.height);
|
||||||
bossSpawned = true;
|
bossSpawned = true;
|
||||||
@@ -958,6 +1058,10 @@ std::vector<Meteor> &Plansza::getMeteors() {
|
|||||||
void Plansza::update_score() {
|
void Plansza::update_score() {
|
||||||
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
|
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
|
||||||
score++;
|
score++;
|
||||||
|
ultimateCounter++;
|
||||||
|
if (ultimateCounter >= 200) {
|
||||||
|
ultimateCounter = 200;
|
||||||
|
}
|
||||||
scoreClock.restart();
|
scoreClock.restart();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -972,14 +1076,17 @@ void Plansza::check_PowerUp_collisions() {
|
|||||||
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
|
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
|
||||||
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
|
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
|
||||||
ship->setMovingSpeed(15.0f);
|
ship->setMovingSpeed(15.0f);
|
||||||
|
powerUpCollected.movingSpeed = true;
|
||||||
movingSpeedPUTimer.restart();
|
movingSpeedPUTimer.restart();
|
||||||
}
|
}
|
||||||
if (powerUpIt->getType() == PowerUp::firerateUp) {
|
if (powerUpIt->getType() == PowerUp::firerateUp) {
|
||||||
ship->setFirerate(100);
|
ship->setFirerate(100);
|
||||||
|
powerUpCollected.firerate = true;
|
||||||
fireratePUTimer.restart();
|
fireratePUTimer.restart();
|
||||||
}
|
}
|
||||||
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
|
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
|
||||||
ship->setTripleShot(true);
|
ship->setTripleShot(true);
|
||||||
|
powerUpCollected.tripleShot = true;
|
||||||
tripleShotPUTimer.restart();
|
tripleShotPUTimer.restart();
|
||||||
}
|
}
|
||||||
powerUpIt = powerUps.erase(powerUpIt);
|
powerUpIt = powerUps.erase(powerUpIt);
|
||||||
@@ -989,6 +1096,31 @@ 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() {
|
void Plansza::check_Heart_collisions() {
|
||||||
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
|
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
|
||||||
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
|
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
|
||||||
@@ -1010,4 +1142,30 @@ void Plansza::check_Meteor_collisions() {
|
|||||||
|
|
||||||
ships Plansza::selectedShip = none;
|
ships Plansza::selectedShip = none;
|
||||||
unsigned int Plansza::score = 0;
|
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 <iostream>
|
||||||
#include <SFML/Graphics/Font.hpp>
|
#include <SFML/Graphics/Font.hpp>
|
||||||
#include <SFML/Graphics/Text.hpp>
|
|
||||||
|
|
||||||
|
#include "../headers/Player.h"
|
||||||
#include "../headers/Plansza.h"
|
#include "../headers/Plansza.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||||
hp = 3;
|
hp = 3;
|
||||||
if(Plansza::selectedShip != none) {
|
if(Plansza::selectedShip != none) {
|
||||||
@@ -37,13 +37,13 @@ void Player::shoot() {
|
|||||||
auto now = std::chrono::steady_clock::now();
|
auto now = std::chrono::steady_clock::now();
|
||||||
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
||||||
if (tripleShot == true) {
|
if (tripleShot == true) {
|
||||||
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);
|
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||||
bullets.emplace_back(position.x + 40, position.y, bulletTexture);
|
bullets.emplace_back(position.x + 40, position.y, bulletTexture, bulletSpeed);
|
||||||
lastShotTime = now;
|
lastShotTime = now;
|
||||||
}
|
}
|
||||||
if (tripleShot == false) {
|
if (tripleShot == false) {
|
||||||
bullets.emplace_back(position.x, position.y, bulletTexture);
|
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||||
lastShotTime = now;
|
lastShotTime = now;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -58,6 +58,10 @@ void Player::alternate_shoot() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::ultimate_shoot() {
|
||||||
|
ultimateShootActive = true;
|
||||||
|
}
|
||||||
|
|
||||||
void Player::update() {
|
void Player::update() {
|
||||||
// Wyłącz nieśmiertelność po określonym czasie
|
// Wyłącz nieśmiertelność po określonym czasie
|
||||||
if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
|
if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
|
||||||
@@ -123,4 +127,17 @@ std::vector<Rocket> &Player::getRockets() {
|
|||||||
return rockets;
|
return rockets;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::setBulletSpeed(float speed) {
|
||||||
|
this->bulletSpeed = speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Player* Player::player_ = nullptr;
|
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) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 10;
|
Plansza::score += 10;
|
||||||
|
Plansza::ultimateCounter += 10;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||