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7 Commits
Strzaly-w-
...
13066709a7
| Author | SHA1 | Date | |
|---|---|---|---|
| 13066709a7 | |||
| 44f4556fda | |||
| c655409596 | |||
| e2e44ff1ba | |||
| b6830c305b | |||
| 087a8d7672 | |||
| 0e1b53fc9b |
@@ -25,7 +25,14 @@ add_executable(LotoStatek main.cpp
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headers/Rocket.h
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headers/Rocket.h
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sources/Rocket.cpp
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sources/Rocket.cpp
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headers/Size.h
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headers/Size.h
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headers/Position.h)
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headers/Position.h
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headers/ObjectItem.hpp
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sources/ObjectItem.cpp
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sources/Enemy.cpp
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headers/Enemy.h
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headers/EnemyBullet.h
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sources/EnemyBullet.cpp
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)
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if(WIN32)
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if(WIN32)
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
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@@ -40,9 +47,9 @@ if(WIN32)
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target_link_libraries(LotoStatek ${SFML_LIBRARIES})
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target_link_libraries(LotoStatek ${SFML_LIBRARIES})
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endif()
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endif()
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elseif(APPLE)
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elseif(APPLE)
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find_package(lib/SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
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target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
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elseif(LINUX)
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elseif(LINUX)
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find_package(lib/SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
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target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
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endif()
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endif()
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BIN
assets/img/bullets/enemy_bullet.png
Normal file
BIN
assets/img/bullets/enemy_bullet.png
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Binary file not shown.
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After Width: | Height: | Size: 8.3 KiB |
BIN
assets/img/enemy/enemy.png
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BIN
assets/img/enemy/enemy.png
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Binary file not shown.
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After Width: | Height: | Size: 18 KiB |
BIN
assets/img/hearts/heart.png
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BIN
assets/img/hearts/heart.png
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Binary file not shown.
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After Width: | Height: | Size: 782 B |
BIN
assets/sounds/explosion.mp3
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BIN
assets/sounds/explosion.mp3
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Binary file not shown.
@@ -8,6 +8,8 @@ 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) : Projectile(x,y, texture) {};
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void update() override;
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void update() override;
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private:
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float directionY;
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};
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};
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39
headers/Enemy.h
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39
headers/Enemy.h
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@@ -0,0 +1,39 @@
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#ifndef ENEMY_H
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#define ENEMY_H
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#include "Actor.h"
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#include "SFML/System/Clock.hpp"
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enum class Direction {
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Up,
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Down,
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Left,
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Right
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};
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class Enemy : public Actor {
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public:
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Enemy(int x, int y, std::string path);
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void shoot() override;
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void move(float deltaX, float deltaY) override;
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void moveLeft() override;
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void moveRight() override;
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void moveUp() override;
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void moveDown() override;
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void update();
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bool isAlive() const;
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void takeDamage();
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void updateDirection();
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private:
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sf::Clock shootClock;
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sf::Texture enemyBulletTexture;
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float movementSpeed = 2.0f;
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bool alive = true;
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Direction direction = Direction::Down;
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};
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#endif // ENEMY_H
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14
headers/EnemyBullet.h
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14
headers/EnemyBullet.h
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@@ -0,0 +1,14 @@
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#ifndef ENEMY_BULLET_H
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#define ENEMY_BULLET_H
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#include "Projectile.h"
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class EnemyBullet : public Projectile {
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public:
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EnemyBullet(float x, float y, sf::Texture &texture);
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void update() override;
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void setOutOfBounds(bool status);
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};
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#endif // ENEMY_BULLET_H
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@@ -4,22 +4,12 @@
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Sprite.hpp"
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#include "SFML/Graphics/Sprite.hpp"
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#include "Position.h"
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#include "Position.h"
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#include "ObjectItem.hpp"
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class Meteor {
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class Meteor : public ObjectItem {
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public:
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public:
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Meteor(float x, float y, sf::Texture &texture);
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Meteor(float x, float y, sf::Texture &texture);
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sf::Sprite &getSprite();
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bool getStatus();
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void update();
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void update();
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// ~Meteor();
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private:
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sf::Texture meteorTexture;
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sf::Sprite meteorSprite;
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Position meteorPosition;
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float meteorRotationSpeed;
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float meteorSpeed;
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bool outOfBounds;
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static unsigned int counter;
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};
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};
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24
headers/ObjectItem.hpp
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24
headers/ObjectItem.hpp
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@@ -0,0 +1,24 @@
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#ifndef LOTOSTATEK_OBJECTITEM_HPP
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#define LOTOSTATEK_OBJECTITEM_HPP
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#include "SFML/Graphics/Sprite.hpp"
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#include "Position.h"
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#include "SFML/Graphics/Texture.hpp"
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class ObjectItem {
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public:
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ObjectItem(float x, float y, sf::Texture &texture);
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sf::Sprite &getSprite();
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bool getStatus();
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virtual void update() = 0;
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protected:
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sf::Texture texture;
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sf::Sprite sprite;
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Position position;
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float rotationSpeed;
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float movingSpeed;
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bool outOfBounds;
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static unsigned int counter;
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};
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#endif //LOTOSTATEK_OBJECTITEM_HPP
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@@ -2,6 +2,7 @@
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#define PLANSZA_H
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#define PLANSZA_H
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#include "Meteor.h"
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#include "Meteor.h"
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#include "Enemy.h"
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#include "RandomNumberGenerator.h"
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#include "RandomNumberGenerator.h"
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#include "SFML/System/Clock.hpp"
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#include "SFML/System/Clock.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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@@ -18,9 +19,13 @@ public:
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Plansza(unsigned int windowHeight,unsigned int windowWidth, sf::RenderWindow *mainWindow);
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Plansza(unsigned int windowHeight,unsigned int windowWidth, sf::RenderWindow *mainWindow);
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Size getSize();
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Size getSize();
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std::vector<Meteor> &getMeteors();
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void spawn_meteor();
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void update_meteors();
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void update_meteors();
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void update();
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void update();
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void spawn_enemy();
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void setOutOfBounds(bool status);
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private:
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private:
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Size size;
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Size size;
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Background background;
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Background background;
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@@ -29,6 +34,9 @@ private:
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Texture meteorTexture2;
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sf::Clock spawnClock;
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sf::Clock spawnClock;
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sf::Clock shooterSpawnClock;
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std::vector<Enemy> enemies;
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sf::Clock enemySpawnClock;
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std::vector<Meteor> meteors;
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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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sf::RenderWindow *window;
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};
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};
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@@ -1,5 +1,7 @@
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#include "../headers/Actor.h"
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#include "../headers/Actor.h"
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#include <iostream>
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Actor::Actor(int x, int y, std::string path) {
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Actor::Actor(int x, int y, std::string path) {
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loadTexture(path);
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loadTexture(path);
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position.x = x;
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position.x = x;
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@@ -29,13 +31,17 @@ std::vector<Bullet> &Actor::getBullets() {
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}
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}
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void Actor::updateBullets() {
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void Actor::updateBullets() {
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for (auto& bullet : bullets) {
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for (auto it = bullets.begin(); it != bullets.end(); ) {
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if(bullet.isOutOfBounds()) {
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if (it->isOutOfBounds()) {
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bullets.erase(bullets.begin());
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it = bullets.erase(it); // Usuwa element i zwraca iterator na następny element
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} else {
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++it; // Przechodzi do następnego elementu
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}
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}
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}
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}
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std::cout << "Liczba pociskow: " << bullets.size() << std::endl;
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}
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}
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void Actor::setMovingSpeed(float speed) {
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void Actor::setMovingSpeed(float speed) {
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moving_speed = speed;
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moving_speed = speed;
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}
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}
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79
sources/Enemy.cpp
Normal file
79
sources/Enemy.cpp
Normal file
@@ -0,0 +1,79 @@
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#include "../headers/Enemy.h"
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#include "../headers/Bullet.h"
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Enemy::Enemy(int x, int y, std::string path) : Actor(x, y, path) {
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hp = 1; // Przeciwnik ma 1 punkt życia
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firerate = 2000; // Strzela co 1 sekundę
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moving_speed = 2.0f; // Prędkość ruchu przeciwnika
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enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
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}
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void Enemy::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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Bullet bullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
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bullet.setSpeed(10.0f); // Prędkość w dół
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bullets.emplace_back(std::move(bullet));
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shootClock.restart();
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}
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}
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void Enemy::updateDirection() {
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// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
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if (position.y <= 0) { // Górna krawędź ekranu
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direction = Direction::Down; // Zmieniamy na ruch w dół
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} else if (position.y >= 800) { // Dolna krawędź ekranu
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direction = Direction::Up; // Zmieniamy na ruch w górę
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}
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// Podobna logika dla kierunku lewo/prawo, jeśli przeciwnik będzie się poruszał w poziomie
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if (position.x <= 0) { // Lewa krawędź
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direction = Direction::Right; // Zmieniamy na ruch w prawo
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} else if (position.x >= 1200) { // Prawa krawędź
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direction = Direction::Left; // Zmieniamy na ruch w lewo
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}
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}
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void Enemy::move(float deltaX, float deltaY) {
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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}
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void Enemy::moveLeft() { move(-moving_speed, 0.0f); }
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void Enemy::moveRight() { move(moving_speed, 0.0f); }
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void Enemy::moveUp() { move(0.0f, -moving_speed); }
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void Enemy::moveDown() { move(0.0f, moving_speed); }
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void Enemy::update() {
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// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
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updateDirection();
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// Zgodnie z kierunkiem, poruszamy przeciwnikiem
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switch (direction) {
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case Direction::Up:
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moveUp();
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break;
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case Direction::Down:
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moveDown();
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break;
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case Direction::Left:
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moveLeft();
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break;
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case Direction::Right:
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moveRight();
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break;
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}
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}
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bool Enemy::isAlive() const {
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return alive;
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}
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void Enemy::takeDamage() {
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|
if (--hp <= 0) {
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|
alive = false;
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|
}
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}
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18
sources/EnemyBullet.cpp
Normal file
18
sources/EnemyBullet.cpp
Normal file
@@ -0,0 +1,18 @@
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|
#include "../headers/EnemyBullet.h"
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EnemyBullet::EnemyBullet(float x, float y, sf::Texture &texture)
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: Projectile(x, y, texture) {
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|
speed = 5.0f; // Ruch w dół (dodatnia prędkość)
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|
}
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void EnemyBullet::update() {
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sprite.move(0.0f, speed); // Przesuwanie pocisku w dół
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|
position.y += speed;
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|
|
||||||
|
if (position.y > 800) {
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|
outOfBounds = true;
|
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|
}
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|
}
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void EnemyBullet::setOutOfBounds(bool status) {
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|
outOfBounds = status;
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|
}
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@@ -1,40 +1,29 @@
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#include <iostream>
|
|
||||||
#include "../headers/Meteor.h"
|
#include "../headers/Meteor.h"
|
||||||
|
|
||||||
Meteor::Meteor(float x, float y, sf::Texture &texture) {
|
Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
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outOfBounds = false;
|
outOfBounds = false;
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meteorTexture = texture;
|
texture = texture;
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meteorSprite.setTexture(texture);
|
sprite.setTexture(texture);
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meteorSprite.setOrigin(meteorSprite.getLocalBounds().width / 2, meteorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||||
meteorSprite.setPosition(x, y);
|
sprite.setPosition(x, y);
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meteorSpeed = 5.0f;
|
movingSpeed = 5.0f;
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meteorSprite.scale(0.05f, 0.05f);
|
sprite.scale(0.05f, 0.05f);
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meteorPosition.x = x;
|
position.x = x;
|
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meteorPosition.y = y;
|
position.y = y;
|
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meteorRotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
|
rotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
|
||||||
}
|
}
|
||||||
|
|
||||||
sf::Sprite &Meteor::getSprite() {
|
|
||||||
return meteorSprite;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Meteor::update() {
|
void Meteor::update() {
|
||||||
meteorSprite.move(0.0f, meteorSpeed); // przesunięcie sprajta
|
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
|
||||||
meteorPosition.y += int(meteorSpeed); // przesunięcie pozycji
|
position.y += int(movingSpeed); // przesunięcie pozycji
|
||||||
meteorSprite.rotate(meteorRotationSpeed); // obracanie tym meteorkiem pięknym
|
sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
|
||||||
if(meteorPosition.y > 900) {
|
if(position.y > 900) {
|
||||||
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
|
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
|
||||||
}
|
}
|
||||||
// std::cout << "x: " << meteorSprite.getPosition().x << std::endl;
|
|
||||||
// std::cout << "y: " << meteorSprite.getPosition().y << std::endl;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Meteor::getStatus() {
|
|
||||||
return outOfBounds;
|
|
||||||
}
|
|
||||||
|
|
||||||
unsigned int Meteor::counter = 0;
|
|
||||||
|
|
||||||
// było użyte do testowania czy meteoryt jest kasowany
|
// było użyte do testowania czy meteoryt jest kasowany
|
||||||
//Meteor::~Meteor() {
|
//Meteor::~Meteor() {
|
||||||
// Meteor::counter++;
|
// Meteor::counter++;
|
||||||
|
|||||||
17
sources/ObjectItem.cpp
Normal file
17
sources/ObjectItem.cpp
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
#include "../headers/ObjectItem.hpp"
|
||||||
|
|
||||||
|
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
|
||||||
|
Position position_;
|
||||||
|
position_.x = x;
|
||||||
|
position_.y = y;
|
||||||
|
position = position_;
|
||||||
|
this->texture = texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ObjectItem::getStatus() {
|
||||||
|
return outOfBounds;
|
||||||
|
}
|
||||||
|
|
||||||
|
sf::Sprite &ObjectItem::getSprite() {
|
||||||
|
return sprite;
|
||||||
|
}
|
||||||
@@ -1,6 +1,7 @@
|
|||||||
#include <random>
|
#include <random>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include "../headers/Plansza.h"
|
#include "../headers/Plansza.h"
|
||||||
|
#include "../headers/ObjectItem.hpp"
|
||||||
|
|
||||||
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
|
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
|
||||||
: background("../assets/img/background/background.png", 2.0f),
|
: background("../assets/img/background/background.png", 2.0f),
|
||||||
@@ -66,7 +67,7 @@ void Plansza::update() {
|
|||||||
|
|
||||||
// generowanie nowego meteoru
|
// generowanie nowego meteoru
|
||||||
spawn_meteor();
|
spawn_meteor();
|
||||||
|
spawn_enemy();
|
||||||
|
|
||||||
// utrzymanie meteorów i pocisków w ruchu
|
// utrzymanie meteorów i pocisków w ruchu
|
||||||
for (auto& meteor : getMeteors()) {
|
for (auto& meteor : getMeteors()) {
|
||||||
@@ -156,6 +157,63 @@ void Plansza::update() {
|
|||||||
++meteorIt;
|
++meteorIt;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// Ruch i renderowanie przeciwników
|
||||||
|
for (auto it = enemies.begin(); it != enemies.end();) {
|
||||||
|
it->update(); // Aktualizacja kierunku i ruchu przeciwnika
|
||||||
|
it->shoot();
|
||||||
|
|
||||||
|
// Rysowanie przeciwników
|
||||||
|
window->draw(it->getSprite());
|
||||||
|
|
||||||
|
// Usunięcie martwych przeciwników
|
||||||
|
if (!it->isAlive()) {
|
||||||
|
it = enemies.erase(it);
|
||||||
|
} else {
|
||||||
|
++it;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto& enemy : enemies) { // Lista przeciwników w grze
|
||||||
|
enemy.shoot();
|
||||||
|
enemy.updateBullets();
|
||||||
|
for (auto& bullet : enemy.getBullets()) {
|
||||||
|
bullet.update();
|
||||||
|
window->draw(bullet.getSprite());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Usuwanie pocisków, które są poza ekranem
|
||||||
|
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
|
||||||
|
for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
|
||||||
|
if (bulletIt->isOutOfBounds()) {
|
||||||
|
bulletIt = enemyIt->getBullets().erase(bulletIt); // Usuwamy pocisk, który wyszedł poza ekran
|
||||||
|
} else {
|
||||||
|
++bulletIt;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
++enemyIt;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Kolizje między pociskami gracza a przeciwnikami
|
||||||
|
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
|
||||||
|
bool hit = false;
|
||||||
|
for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
|
||||||
|
if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||||
|
bulletIt = ship.getBullets().erase(bulletIt);
|
||||||
|
enemyIt->takeDamage();
|
||||||
|
hit = true;
|
||||||
|
break;
|
||||||
|
} else {
|
||||||
|
++bulletIt;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (hit && !enemyIt->isAlive()) {
|
||||||
|
enemyIt = enemies.erase(enemyIt);
|
||||||
|
} else {
|
||||||
|
++enemyIt;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Meteor-related niżej
|
// Meteor-related niżej
|
||||||
@@ -182,6 +240,14 @@ void Plansza::update_meteors() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Plansza::spawn_enemy() {
|
||||||
|
if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
|
||||||
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
|
enemies.emplace_back(spawnX, -50, "../assets/img/enemy/enemy.png");
|
||||||
|
enemySpawnClock.restart();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Size Plansza::getSize() {
|
Size Plansza::getSize() {
|
||||||
return size;
|
return size;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user