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44 Commits
Strzaly-w-
...
refactor
| Author | SHA1 | Date | |
|---|---|---|---|
| 6b45443c75 | |||
| c4c83382c3 | |||
| 0a5a26208a | |||
| 76203a8b29 | |||
| 36984b859f | |||
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| 5459b97e74 | |||
| 94eddb457f | |||
| 9432cd94fe | |||
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| 87399213b3 | |||
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| 38fd71b8e6 | |||
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| b257837d18 | |||
| 17c372fad9 | |||
| 0c706625d2 | |||
| c1a24a701b | |||
| 41945b3d88 | |||
| 2234e4d973 | |||
| da33fcc718 | |||
| 74c739a09e | |||
| 81b04bae0f | |||
| 77eb83c2c3 | |||
| a81cf284d0 | |||
| 13066709a7 | |||
| 44f4556fda | |||
| c655409596 | |||
| e2e44ff1ba | |||
| 71f8ebe285 | |||
| 2f9e0ba236 | |||
| 3b637508e1 | |||
| b6830c305b | |||
| 087a8d7672 | |||
| 0e1b53fc9b |
@@ -25,7 +25,24 @@ add_executable(LotoStatek main.cpp
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headers/Rocket.h
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sources/Rocket.cpp
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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/AdvancedEnemy.h
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sources/AdvancedEnemy.cpp
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headers/Bomber.h
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sources/Bomber.cpp
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headers/Kamikadze.h
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sources/Kamikadze.cpp
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headers/wiazkowiec.h
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sources/Wiazkowiec.cpp
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headers/Beam.h
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sources/Beam.cpp
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headers/Heart.hpp
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sources/Heart.cpp
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)
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if(WIN32)
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
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@@ -40,9 +57,9 @@ if(WIN32)
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target_link_libraries(LotoStatek ${SFML_LIBRARIES})
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endif()
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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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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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endif()
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BIN
assets/img/bullets/bomba.png
Normal file
|
After Width: | Height: | Size: 2.1 KiB |
BIN
assets/img/bullets/enemy_bullet.png
Normal file
|
After Width: | Height: | Size: 1.7 KiB |
BIN
assets/img/bullets/old/bomba.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/img/bullets/old/enemy_bullet.png
Normal file
|
After Width: | Height: | Size: 8.3 KiB |
BIN
assets/img/enemy/advanced_enemy.png
Normal file
|
After Width: | Height: | Size: 30 KiB |
BIN
assets/img/enemy/bomber.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
assets/img/enemy/enemy.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
assets/img/enemy/kamikadze.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
assets/img/enemy/old/advanced_enemy.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
assets/img/enemy/old/bomber.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/img/enemy/old/enemy.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
assets/img/enemy/old/kamikadze.png
Normal file
|
After Width: | Height: | Size: 6.1 KiB |
BIN
assets/img/enemy/old/wiazkowiec.png
Normal file
|
After Width: | Height: | Size: 7.9 KiB |
BIN
assets/img/enemy/wiazkowiec.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
BIN
assets/img/hearts/heart.png
Normal file
|
After Width: | Height: | Size: 782 B |
BIN
assets/img/hearts/heart_gray.png
Normal file
|
After Width: | Height: | Size: 958 B |
BIN
assets/img/wiazka/wiazka.png
Normal file
|
After Width: | Height: | Size: 39 KiB |
|
Before Width: | Height: | Size: 773 B |
BIN
assets/ship/nova.png
Normal file
|
After Width: | Height: | Size: 154 KiB |
BIN
assets/ship/pulsar.png
Normal file
|
After Width: | Height: | Size: 188 KiB |
BIN
assets/ship/zenith.png
Normal file
|
After Width: | Height: | Size: 221 KiB |
BIN
assets/sounds/explosion.mp3
Normal file
@@ -5,17 +5,18 @@
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#include "SFML/Graphics/Texture.hpp"
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#include "Bullet.h"
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#include "Position.h"
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#include "SFML/System/Clock.hpp"
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class Actor {
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public:
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Actor(int x, int y, std::string path);
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void loadTexture(std::string path);
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Actor(int x, int y, const sf::Texture& texture);
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virtual ~Actor() = default;
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sf::Sprite& getSprite();
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unsigned int getHP();
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Position getPosition();
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std::vector<Bullet>& getBullets();
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virtual void move(float deltaX, float deltaY) = 0;
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virtual void moveLeft() = 0;
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@@ -24,23 +25,23 @@ public:
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virtual void moveDown() = 0;
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virtual void shoot() = 0;
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std::vector<Bullet>& getBullets();
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void updateBullets();
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void setMovingSpeed(float speed);
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void dealDamage();
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void healUP();
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protected:
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Position position;
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sf::Sprite actorSprite;
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sf::Texture actorTexture;
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sf::Texture bulletTextureLeft;
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sf::Texture bulletTextureRight;
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Position position;
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unsigned int hp;
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sf::Texture bulletTexture;
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sf::Texture rocketTexture;
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std::vector<Bullet> bullets;
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sf::Clock damageDealClock;
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int hp;
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unsigned int damage;
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unsigned int firerate;
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float moving_speed;
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std::vector<Bullet> bullets;
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};
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#endif //ACTOR_H
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37
headers/AdvancedEnemy.h
Normal file
@@ -0,0 +1,37 @@
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#ifndef ADVANCED_ENEMY_H
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#define ADVANCED_ENEMY_H
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#include "Enemy.h"
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enum class DirectionA {
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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 AdvancedEnemy : public Actor {
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public:
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AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
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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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DirectionA direction = DirectionA::Down;
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};
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#endif // ADVANCED_ENEMY_H
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18
headers/Beam.h
Normal file
@@ -0,0 +1,18 @@
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#ifndef LOTOSTATEK_BEAM_H
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#define LOTOSTATEK_BEAM_H
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#include <SFML/Graphics.hpp>
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class Beam {
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public:
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Beam() = default;
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Beam(int x, int y, const sf::Texture &texture);
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sf::Sprite getSprite();
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void setRotation(float angle);
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private:
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sf::Sprite beamSprite;
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};
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#endif // LOTOSTATEK_BEAM_H
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45
headers/Bomber.h
Normal file
@@ -0,0 +1,45 @@
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//
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// Created by k on 11.12.2024.
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//
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#ifndef BOMBER_H
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#define BOMBER_H
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#include "Enemy.h"
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#include "Actor.h"
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enum class DirectionB {
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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 Bomber : public Actor {
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public:
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Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
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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 setRandomDirection();
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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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void setPlanszaHeight(float height, float width);
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private:
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float planszaHeight = 800.f;
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float planszaWidth = 600.f;
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sf::Clock shootClock;
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sf::Texture BombaTexture;
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float movementSpeed = 2.0f;
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bool alive = true;
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DirectionB direction = DirectionB::Down;
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};
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#endif //BOMBER_H
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@@ -2,7 +2,6 @@
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#define LOTOSTATEK_BULLET_H
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#include "Projectile.h"
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#include "SFML/Graphics/Texture.hpp"
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class Bullet : public Projectile {
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public:
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39
headers/Enemy.h
Normal file
@@ -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, const sf::Texture& texture) ;
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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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13
headers/Heart.hpp
Normal file
@@ -0,0 +1,13 @@
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#ifndef LOTOSTATEK_HEART_HPP
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#define LOTOSTATEK_HEART_HPP
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#include "SFML/Graphics/Texture.hpp"
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#include "ObjectItem.hpp"
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class Heart : public ObjectItem {
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public:
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Heart(float x, float y, sf::Texture &texture);
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void update() override;
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};
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#endif //LOTOSTATEK_HEART_HPP
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46
headers/Kamikadze.h
Normal file
@@ -0,0 +1,46 @@
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#ifndef KAMIKADZE_H
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#define KAMIKADZE_H
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#include "Enemy.h"
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#include "Actor.h"
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#include "Player.h"
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enum class DirectionK {
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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 Kamikadze : public Actor {
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public:
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Kamikadze(int x, int y, const sf::Texture& texture);
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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 setRandomDirection();
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void shoot() override;
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void update(const sf::Vector2f& playerPosition);
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bool isAlive() const;
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bool isExploding() const;
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void takeDamage();
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void updateDirection();
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void followPlayer(const sf::Vector2f &playerPosition);
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void explode(const sf::Vector2f &playerPosition, bool &playerHit);
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private:
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bool exploding = false;
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sf::Clock explosionClock;
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sf::Clock shootClock;
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float movementSpeed = 2.0f;
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bool alive = true;
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DirectionK direction = DirectionK::Down;
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};
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#endif //KAMIKADZE_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/Sprite.hpp"
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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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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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Meteor(float x, float y, sf::Texture &texture_);
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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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|
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|
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24
headers/ObjectItem.hpp
Normal file
@@ -0,0 +1,24 @@
|
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#ifndef LOTOSTATEK_OBJECTITEM_HPP
|
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#define LOTOSTATEK_OBJECTITEM_HPP
|
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|
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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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|
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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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||||
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#endif //LOTOSTATEK_OBJECTITEM_HPP
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@@ -1,36 +1,93 @@
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#ifndef PLANSZA_H
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#define PLANSZA_H
|
||||
|
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#include "Meteor.h"
|
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#include "RandomNumberGenerator.h"
|
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#include "SFML/System/Clock.hpp"
|
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#include "SFML/Graphics/RenderWindow.hpp"
|
||||
#include "Size.h"
|
||||
|
||||
#include "Meteor.h"
|
||||
#include "Enemy.h"
|
||||
#include "AdvancedEnemy.h"
|
||||
#include "Bomber.h"
|
||||
#include "Kamikadze.h"
|
||||
#include "Wiazkowiec.h"
|
||||
#include "Player.h"
|
||||
#include "Background.h"
|
||||
#include "AudioManager.h"
|
||||
#include "Meteor.h"
|
||||
#include "Plansza.h"
|
||||
#include "Heart.hpp"
|
||||
#include "Size.h"
|
||||
|
||||
enum ships{
|
||||
nova,
|
||||
pulsar,
|
||||
zenith,
|
||||
none
|
||||
};
|
||||
|
||||
class Plansza {
|
||||
public:
|
||||
Plansza(unsigned int windowHeight,unsigned int windowWidth, sf::RenderWindow *mainWindow);
|
||||
Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip);
|
||||
Size getSize();
|
||||
std::vector<Meteor> &getMeteors();
|
||||
void spawn_meteor();
|
||||
void spawn_hearts();
|
||||
void update_meteors();
|
||||
void update_hearts();
|
||||
void update();
|
||||
void update_score();
|
||||
void spawn_player();
|
||||
void spawn_enemy();
|
||||
void spawn_advanced_enemy();
|
||||
void spawn_wiazkowiec();
|
||||
void spawn_bomber();
|
||||
void spawn_kamikadze();
|
||||
~Plansza() {
|
||||
delete ship; // usuwanie wskaźnika ship
|
||||
}
|
||||
|
||||
static ships selectedShip;
|
||||
static unsigned int score;
|
||||
private:
|
||||
Size size;
|
||||
Background background;
|
||||
Player ship;
|
||||
AudioManager audioManager;
|
||||
Player *ship;
|
||||
Size size;
|
||||
sf::RenderWindow *window;
|
||||
sf::Font font;
|
||||
sf::Clock meteorSpawnClock;
|
||||
sf::Clock heartSpawnClock;
|
||||
sf::Clock spawnClock;
|
||||
sf::Clock scoreClock;
|
||||
sf::Clock shooterSpawnClock;
|
||||
sf::Clock enemySpawnClock;
|
||||
sf::Clock AenemySpawnClock;
|
||||
sf::Clock BomberSpawnClock;
|
||||
sf::Clock KamikadzeSpawnClock;
|
||||
sf::Clock WiazkowiecSpawnClock;
|
||||
sf::Texture playerTexture;
|
||||
sf::Texture playerBulletTexture;
|
||||
sf::Texture playerRocketTexture;
|
||||
sf::Texture enemyTexture;
|
||||
sf::Texture enemyBulletTexture;
|
||||
sf::Texture advancedEnemyTexture;
|
||||
sf::Texture BomberEnemyTexture;
|
||||
sf::Texture BombaTexture;
|
||||
sf::Texture KamikadzeTexture;
|
||||
sf::Texture WiazkowiecTexture;
|
||||
sf::Texture WiazkaTexture;
|
||||
sf::Texture meteorTexture1;
|
||||
sf::Texture meteorTexture2;
|
||||
sf::Clock spawnClock;
|
||||
sf::Texture heartTexture;
|
||||
sf::Texture heartTextureGray;
|
||||
std::vector<Enemy> enemies;
|
||||
std::vector<AdvancedEnemy> AEnemies;
|
||||
std::vector<Bomber> BEnemies;
|
||||
std::vector<Kamikadze> KEnemies;
|
||||
std::vector<Wiazkowiec> WEnemies;
|
||||
std::vector<Meteor> meteors;
|
||||
sf::RenderWindow *window;
|
||||
std::vector<Heart> hearts;
|
||||
std::vector<sf::Sprite> heartStats;
|
||||
bool gameOver = false;
|
||||
};
|
||||
|
||||
#endif //PLANSZA_H
|
||||
|
||||
@@ -3,12 +3,23 @@
|
||||
|
||||
|
||||
#include <chrono>
|
||||
#include <SFML/System/Clock.hpp>
|
||||
|
||||
#include "Actor.h"
|
||||
#include "Rocket.h"
|
||||
|
||||
class Player : public Actor {
|
||||
// Zgodnie z refactoring.guru singleton pattern
|
||||
// https://refactoring.guru/design-patterns/singleton/cpp/example
|
||||
protected:
|
||||
Player(int x, int y, const sf::Texture &texture);
|
||||
static Player* player_;
|
||||
public:
|
||||
Player(int x, int y, std::string path);
|
||||
Player(Player &other) = delete;
|
||||
void operator=(const Player &) = delete;
|
||||
static Player* getInstance(int x, int y, const sf::Texture &texture);
|
||||
// Tu się kończy definicja singletona
|
||||
|
||||
void shoot() override;
|
||||
void alternate_shoot();
|
||||
void setFirerate(unsigned int firerate);
|
||||
@@ -17,12 +28,22 @@ public:
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
void takeDamage();
|
||||
|
||||
void update();
|
||||
std::vector<Rocket>& getRockets();
|
||||
|
||||
void loadTexture();
|
||||
|
||||
private:
|
||||
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
|
||||
std::vector<Rocket> rockets;
|
||||
sf::Texture rocketTexture;
|
||||
sf::Texture bulletTexture;
|
||||
sf::Color originalColor;
|
||||
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
|
||||
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
|
||||
bool isImmortal = false; // flaga na immortal
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -6,4 +6,14 @@ struct Position {
|
||||
int y;
|
||||
};
|
||||
|
||||
struct PositionU {
|
||||
unsigned int x;
|
||||
unsigned int y;
|
||||
};
|
||||
|
||||
struct PositionF {
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
#endif //LOTOSTATEK_POSITION_H
|
||||
|
||||
@@ -7,6 +7,7 @@ class Rocket : public Projectile{
|
||||
public:
|
||||
Rocket(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
|
||||
void update() override;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
59
headers/Wiazkowiec.h
Normal file
@@ -0,0 +1,59 @@
|
||||
#ifndef WIAZKOWIEC_H
|
||||
#define WIAZKOWIEC_H
|
||||
|
||||
#include "Enemy.h"
|
||||
#include "Actor.h"
|
||||
#include "Beam.h"
|
||||
enum class DirectionW {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
class Wiazkowiec : public Actor {
|
||||
public:
|
||||
Wiazkowiec(int x, int y, const sf::Texture& texture, sf::RenderWindow *window);
|
||||
|
||||
void move(float deltaX, float deltaY) override;
|
||||
void moveLeft() override;
|
||||
void moveRight() override;
|
||||
void moveUp() override;
|
||||
void moveDown() override;
|
||||
|
||||
void takeDamage();
|
||||
|
||||
void setRandomDirection();
|
||||
void checkIfBeamShootOutOfBounds();
|
||||
|
||||
void update();
|
||||
void shoot() override;
|
||||
void render(sf::RenderWindow &window);
|
||||
|
||||
bool isAlive() const;
|
||||
bool isShooting() const;
|
||||
|
||||
void setPlanszaHeight(int height, int width);
|
||||
Beam* getBeam() const;
|
||||
|
||||
private:
|
||||
sf::Texture WiazkaTexture;
|
||||
sf::Texture beamTexture;
|
||||
sf::Clock shootClock;
|
||||
sf::Clock shootingClock;
|
||||
DirectionW direction = DirectionW::Down;
|
||||
|
||||
Beam *beam; // wskaźnik na wiązkę
|
||||
sf::RenderWindow *window_ptr;
|
||||
|
||||
void spawnBeam(); // Tworzy wiązkę
|
||||
|
||||
int planszaHeight = 800;
|
||||
int planszaWidth = 600;
|
||||
float beamDuration = 1.0f;
|
||||
float movementSpeed = 2.0f;
|
||||
bool shooting = false;
|
||||
bool alive = true;
|
||||
};
|
||||
|
||||
#endif //WIAZKOWIEC_H
|
||||
160
main.cpp
@@ -3,8 +3,13 @@
|
||||
|
||||
#include "headers/Plansza.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
ships selectedShip = none;
|
||||
|
||||
void menu();
|
||||
|
||||
int main() {
|
||||
menu();
|
||||
|
||||
std::clog << "Game started\n";
|
||||
sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "LotoStatek");
|
||||
mainWindow.setVerticalSyncEnabled(true);
|
||||
@@ -14,7 +19,8 @@ int main()
|
||||
icon.loadFromFile("../assets/img/icon/ikonka.png");
|
||||
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
|
||||
|
||||
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow);
|
||||
|
||||
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
|
||||
|
||||
while (mainWindow.isOpen()) {
|
||||
mainWindow.clear();
|
||||
@@ -22,7 +28,7 @@ int main()
|
||||
// Tu są handlowane eventy
|
||||
sf::Event event{};
|
||||
while (mainWindow.pollEvent(event)) {
|
||||
if(event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
|
||||
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
|
||||
mainWindow.close();
|
||||
}
|
||||
|
||||
@@ -32,4 +38,148 @@ int main()
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void menu() {
|
||||
sf::RenderWindow menuWindow(sf::VideoMode(800, 400), "LotoStatek->Menu");
|
||||
// Ustawienia ikonki okna
|
||||
sf::Image icon;
|
||||
icon.loadFromFile("../assets/img/icon/ikonka.png");
|
||||
menuWindow.setIcon(128, 128, icon.getPixelsPtr());
|
||||
|
||||
// start button
|
||||
sf::RectangleShape startButton(sf::Vector2f(140, 50));
|
||||
startButton.setPosition(50, 20);
|
||||
startButton.setFillColor(sf::Color::White);
|
||||
|
||||
|
||||
sf::Font font;
|
||||
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
||||
std::cerr << "Nie można załadować czcionki\n";
|
||||
exit(-1);
|
||||
}
|
||||
// tekst dla start button
|
||||
sf::Text startText("Start", font, 24);
|
||||
startText.setFillColor(sf::Color::Black);
|
||||
startText.setPosition(startButton.getSize().x / 2 + 20, startButton.getSize().y / 2 + 5);
|
||||
|
||||
|
||||
// exit button
|
||||
sf::RectangleShape exitButton(sf::Vector2f(140, 50));
|
||||
exitButton.setPosition(600, 20);
|
||||
exitButton.setFillColor(sf::Color::White);
|
||||
|
||||
sf::Text exitText("Exit", font, 24);
|
||||
exitText.setFillColor(sf::Color::Black);
|
||||
exitText.setPosition(exitButton.getPosition().x + 45, exitButton.getPosition().y + 10);
|
||||
|
||||
|
||||
sf::Texture pulsarTexture;
|
||||
pulsarTexture.loadFromFile("../assets/ship/pulsar.png");
|
||||
sf::Sprite pulsarSprite(pulsarTexture);
|
||||
pulsarSprite.setPosition(50, 200);
|
||||
pulsarSprite.setScale(0.25f, 0.25f);
|
||||
|
||||
sf::Texture novaTexture;
|
||||
novaTexture.loadFromFile("../assets/ship/nova.png");
|
||||
sf::Sprite novaSprite(novaTexture);
|
||||
novaSprite.setPosition(330, 200);
|
||||
novaSprite.setScale(0.25f, 0.25f);
|
||||
|
||||
sf::Texture zenithTexture;
|
||||
zenithTexture.loadFromFile("../assets/ship/zenith.png");
|
||||
sf::Sprite zenithSprite(zenithTexture);
|
||||
zenithSprite.setPosition(600, 200);
|
||||
zenithSprite.setScale(0.25f, 0.25f);
|
||||
|
||||
sf::RectangleShape pulsarBorder(sf::Vector2f(pulsarSprite.getGlobalBounds().width + 4,
|
||||
pulsarSprite.getGlobalBounds().height + 4));
|
||||
pulsarBorder.setPosition(pulsarSprite.getPosition().x - 2, pulsarSprite.getPosition().y - 2);
|
||||
pulsarBorder.setFillColor(sf::Color::Transparent);
|
||||
pulsarBorder.setOutlineThickness(2);
|
||||
pulsarBorder.setOutlineColor(sf::Color::Transparent);
|
||||
|
||||
sf::RectangleShape novaBorder(sf::Vector2f(novaSprite.getGlobalBounds().width + 4,
|
||||
novaSprite.getGlobalBounds().height + 4));
|
||||
novaBorder.setPosition(novaSprite.getPosition().x - 2, novaSprite.getPosition().y - 2);
|
||||
novaBorder.setFillColor(sf::Color::Transparent);
|
||||
novaBorder.setOutlineThickness(2);
|
||||
novaBorder.setOutlineColor(sf::Color::Transparent);
|
||||
|
||||
sf::RectangleShape zenithBorder(sf::Vector2f(zenithSprite.getGlobalBounds().width + 4,
|
||||
zenithSprite.getGlobalBounds().height + 4));
|
||||
zenithBorder.setPosition(zenithSprite.getPosition().x - 2, zenithSprite.getPosition().y - 2);
|
||||
zenithBorder.setFillColor(sf::Color::Transparent);
|
||||
zenithBorder.setOutlineThickness(2);
|
||||
zenithBorder.setOutlineColor(sf::Color::Transparent);
|
||||
|
||||
while (menuWindow.isOpen()) {
|
||||
sf::Event event{};
|
||||
while (menuWindow.pollEvent(event)) {
|
||||
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
|
||||
menuWindow.close();
|
||||
exit(-2);
|
||||
}
|
||||
|
||||
if (event.type == sf::Event::MouseButtonPressed) {
|
||||
if (event.mouseButton.button == sf::Mouse::Left) {
|
||||
sf::Vector2i mousePos = sf::Mouse::getPosition(menuWindow);
|
||||
if (startButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
std::cout << "Przycisk Start zostal kliknięty\n";
|
||||
menuWindow.close();
|
||||
}
|
||||
if (exitButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
std::cout << "Przycisk Exit zostal kliknięty\n";
|
||||
menuWindow.close();
|
||||
exit(-2);
|
||||
}
|
||||
|
||||
if (pulsarSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
pulsarBorder.setOutlineColor(sf::Color::White);
|
||||
selectedShip = pulsar;
|
||||
} else {
|
||||
pulsarBorder.setOutlineColor(sf::Color::Transparent);
|
||||
}
|
||||
if (novaSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
novaBorder.setOutlineColor(sf::Color::White);
|
||||
selectedShip = nova;
|
||||
} else {
|
||||
novaBorder.setOutlineColor(sf::Color::Transparent);
|
||||
}
|
||||
if (zenithSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
zenithBorder.setOutlineColor(sf::Color::White);
|
||||
selectedShip = zenith;
|
||||
} else {
|
||||
zenithBorder.setOutlineColor(sf::Color::Transparent);
|
||||
}
|
||||
if (!pulsarSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!novaSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!zenithSprite.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!startButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos)) &&
|
||||
!exitButton.getGlobalBounds().contains(static_cast<sf::Vector2f>(mousePos))) {
|
||||
selectedShip = none;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
menuWindow.clear();
|
||||
|
||||
menuWindow.draw(startButton);
|
||||
menuWindow.draw(startText);
|
||||
|
||||
menuWindow.draw(exitButton);
|
||||
menuWindow.draw(exitText);
|
||||
|
||||
menuWindow.draw(pulsarSprite);
|
||||
menuWindow.draw(novaSprite);
|
||||
menuWindow.draw(zenithSprite);
|
||||
|
||||
menuWindow.draw(pulsarBorder);
|
||||
menuWindow.draw(novaBorder);
|
||||
menuWindow.draw(zenithBorder);
|
||||
|
||||
menuWindow.display();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,22 +1,19 @@
|
||||
#include "../headers/Actor.h"
|
||||
|
||||
Actor::Actor(int x, int y, std::string path) {
|
||||
loadTexture(path);
|
||||
#include <iostream>
|
||||
|
||||
Actor::Actor(int x, int y, const sf::Texture& texture) {
|
||||
actorSprite.setTexture(texture);
|
||||
position.x = x;
|
||||
position.y = y;
|
||||
actorSprite.setOrigin(actorSprite.getLocalBounds().width / 2, actorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||
actorSprite.setPosition(float(x), float(y));
|
||||
}
|
||||
|
||||
void Actor::loadTexture(std::string path) {
|
||||
actorTexture.loadFromFile(path);
|
||||
actorSprite.setTexture(actorTexture);
|
||||
|
||||
bulletTextureLeft.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
||||
bulletTextureRight.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
||||
}
|
||||
|
||||
sf::Sprite &Actor::getSprite() {
|
||||
if (!actorSprite.getTexture()) {
|
||||
std::cerr << "actorSprite has no texture set!" << std::endl;
|
||||
}
|
||||
return actorSprite;
|
||||
}
|
||||
|
||||
@@ -24,18 +21,41 @@ Position Actor::getPosition() {
|
||||
return {position.x, position.y};
|
||||
}
|
||||
|
||||
unsigned int Actor::getHP() {
|
||||
return hp;
|
||||
}
|
||||
|
||||
void Actor::dealDamage() {
|
||||
if(damageDealClock.getElapsedTime().asSeconds() > 1.5) {
|
||||
if(hp > 0) {
|
||||
hp--;
|
||||
}
|
||||
damageDealClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::healUP() {
|
||||
if(hp < 3){
|
||||
hp++;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<Bullet> &Actor::getBullets() {
|
||||
return bullets;
|
||||
}
|
||||
|
||||
void Actor::updateBullets() {
|
||||
for (auto& bullet : bullets) {
|
||||
if(bullet.isOutOfBounds()) {
|
||||
bullets.erase(bullets.begin());
|
||||
for (auto it = bullets.begin(); it != bullets.end(); ) {
|
||||
if (it->isOutOfBounds()) {
|
||||
it = bullets.erase(it); // Usuwa element i zwraca iterator na następny element
|
||||
} else {
|
||||
++it; // Przechodzi do następnego elementu
|
||||
}
|
||||
}
|
||||
//std::cout << "Liczba pociskow: " << bullets.size() << std::endl;
|
||||
}
|
||||
|
||||
|
||||
void Actor::setMovingSpeed(float speed) {
|
||||
moving_speed = speed;
|
||||
}
|
||||
}
|
||||
90
sources/AdvancedEnemy.cpp
Normal file
@@ -0,0 +1,90 @@
|
||||
#include "../headers/AdvancedEnemy.h"
|
||||
#include "../headers/Bullet.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
AdvancedEnemy::AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
|
||||
enemyBulletTexture = bulletTexture;
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 2000; // Strzela co 2
|
||||
moving_speed = 2.0f; // Prędkość
|
||||
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
|
||||
}
|
||||
|
||||
void AdvancedEnemy::shoot() {
|
||||
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
|
||||
Bullet Cbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
|
||||
Cbullet.setSpeed(10.0f); // Prędkość w dół
|
||||
bullets.emplace_back(std::move(Cbullet));
|
||||
|
||||
Bullet Lbullet(position.x - 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
|
||||
Lbullet.setSpeed(10.0f); // Prędkość w dół
|
||||
bullets.emplace_back(std::move(Lbullet));
|
||||
|
||||
Bullet Rbullet(position.x + 20, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
|
||||
Rbullet.setSpeed(10.0f); // Prędkość w dół
|
||||
bullets.emplace_back(std::move(Rbullet));
|
||||
|
||||
shootClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void AdvancedEnemy::updateDirection() {
|
||||
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
|
||||
if (position.y <= 0) {
|
||||
direction = DirectionA::Down;
|
||||
} else if (position.y >= 800) {
|
||||
direction = DirectionA::Up;
|
||||
}
|
||||
|
||||
// logika dla kierunku lewo/prawo
|
||||
if (position.x <= 0) {
|
||||
direction = DirectionA::Right;
|
||||
} else if (position.x >= 1200) {
|
||||
direction = DirectionA::Left;
|
||||
}
|
||||
}
|
||||
|
||||
void AdvancedEnemy::move(float deltaX, float deltaY) {
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void AdvancedEnemy::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void AdvancedEnemy::moveRight() { move(moving_speed, 0.0f); }
|
||||
void AdvancedEnemy::moveUp() { move(0.0f, -moving_speed); }
|
||||
void AdvancedEnemy::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void AdvancedEnemy::update() {
|
||||
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
|
||||
updateDirection();
|
||||
|
||||
switch (direction) {
|
||||
case DirectionA::Up:
|
||||
moveUp();
|
||||
break;
|
||||
case DirectionA::Down:
|
||||
moveDown();
|
||||
break;
|
||||
case DirectionA::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
case DirectionA::Right:
|
||||
moveRight();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool AdvancedEnemy::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void AdvancedEnemy::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 10;
|
||||
}
|
||||
}
|
||||
22
sources/Beam.cpp
Normal file
@@ -0,0 +1,22 @@
|
||||
#include "../headers/Beam.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
Beam::Beam(int x, int y, const sf::Texture& texture) {
|
||||
beamSprite.setOrigin(beamSprite.getLocalBounds().width/2, beamSprite.getLocalBounds().height/2);
|
||||
if (texture.getSize().x > 0 && texture.getSize().y > 0) {
|
||||
beamSprite.setPosition(x, y);
|
||||
} else {
|
||||
std::cerr << "Błąd: Tekstura wiązki nie została poprawnie załadowana." << std::endl;
|
||||
}
|
||||
beamSprite.setTexture(texture);
|
||||
}
|
||||
|
||||
sf::Sprite Beam::getSprite() {
|
||||
return beamSprite;
|
||||
}
|
||||
|
||||
void Beam::setRotation(float angle) {
|
||||
beamSprite.setRotation(angle);
|
||||
}
|
||||
|
||||
126
sources/Bomber.cpp
Normal file
@@ -0,0 +1,126 @@
|
||||
#include "../headers/Bomber.h"
|
||||
#include "../headers/Bullet.h"
|
||||
#include "../headers/Plansza.h"
|
||||
#include <random>
|
||||
|
||||
Bomber::Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture) : Actor(x, y, texture) {
|
||||
BombaTexture = bulletTexture;
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 10000; // Strzela co 10
|
||||
moving_speed = 10.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Bomber::setPlanszaHeight(float height, float width) {
|
||||
planszaHeight = height;
|
||||
planszaWidth = width;
|
||||
}
|
||||
|
||||
void Bomber::setRandomDirection() {
|
||||
std::random_device rd;
|
||||
std::mt19937 gen(rd());
|
||||
std::uniform_int_distribution<int> dist(0, 3);
|
||||
|
||||
int randomDirection = dist(gen);
|
||||
|
||||
// Zapobieganie wyjscia poza ekran
|
||||
switch (randomDirection) {
|
||||
case 0:
|
||||
if (position.y > 0) direction = DirectionB::Up;
|
||||
break;
|
||||
case 1:
|
||||
if (position.y < 600) direction = DirectionB::Down;
|
||||
break;
|
||||
case 2:
|
||||
if (position.x > 0) direction = DirectionB::Left;
|
||||
break;
|
||||
case 3:
|
||||
if (position.x < 800) direction = DirectionB::Right;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Bomber::shoot() {
|
||||
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
|
||||
Bullet Bbullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, BombaTexture);
|
||||
Bbullet.setSpeed(0.1f); // Prędkość w dół
|
||||
bullets.emplace_back(std::move(Bbullet));
|
||||
shootClock.restart();
|
||||
setRandomDirection();
|
||||
}
|
||||
}
|
||||
|
||||
void Bomber::updateDirection() {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
|
||||
|
||||
// Kontrola górnej i dolnej krawędzi (wysokości planszy)
|
||||
if (position.y <= 0) {
|
||||
direction = DirectionB::Down;
|
||||
} else if (position.y + spriteBounds.height >= planszaHeight) {
|
||||
direction = DirectionB::Up;
|
||||
}
|
||||
|
||||
// Kontrola lewej i prawej krawędzi (szerokości planszy)
|
||||
if (position.x <= 0) {
|
||||
direction = DirectionB::Right;
|
||||
} else if (position.x + spriteBounds.width >= planszaWidth) {
|
||||
direction = DirectionB::Left;
|
||||
}
|
||||
}
|
||||
|
||||
void Bomber::move(float deltaX, float deltaY) {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
|
||||
|
||||
// Zapobiegaj wyjściu poza poziome granice
|
||||
if (position.x + deltaX < 0) {
|
||||
deltaX = -position.x;
|
||||
} else if (position.x + spriteBounds.width + deltaX > planszaWidth) {
|
||||
deltaX = planszaWidth - (position.x + spriteBounds.width);
|
||||
}
|
||||
|
||||
// Zapobiegaj wyjściu poza pionowe granice
|
||||
if (position.y + deltaY < 0) {
|
||||
deltaY = -position.y;
|
||||
} else if (position.y + spriteBounds.height + deltaY > planszaHeight) {
|
||||
deltaY = planszaHeight - (position.y + spriteBounds.height);
|
||||
}
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
void Bomber::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Bomber::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Bomber::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Bomber::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Bomber::update() {
|
||||
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
|
||||
updateDirection();
|
||||
|
||||
switch (direction) {
|
||||
case DirectionB::Up:
|
||||
moveUp();
|
||||
break;
|
||||
case DirectionB::Down:
|
||||
moveDown();
|
||||
break;
|
||||
case DirectionB::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
case DirectionB::Right:
|
||||
moveRight();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Bomber::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Bomber::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 15;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,10 @@
|
||||
#include "../headers/Bullet.h"
|
||||
|
||||
void Bullet::update() {
|
||||
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
|
||||
sprite.move(0.0f, speed);
|
||||
position.y += int(speed);
|
||||
if(position.y < -100) {
|
||||
outOfBounds = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
80
sources/Enemy.cpp
Normal file
@@ -0,0 +1,80 @@
|
||||
#include "../headers/Enemy.h"
|
||||
#include "../headers/Bullet.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
Enemy::Enemy(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
hp = 1; // Przeciwnik ma 1 punkt życia
|
||||
firerate = 2000; // Strzela co 2
|
||||
moving_speed = 2.0f; // Prędkość
|
||||
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
|
||||
}
|
||||
|
||||
void Enemy::shoot() {
|
||||
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
|
||||
Bullet bullet(position.x, position.y + actorSprite.getGlobalBounds().height / 2, enemyBulletTexture);
|
||||
bullet.setSpeed(10.0f); // Prędkość w dół
|
||||
bullets.emplace_back(std::move(bullet));
|
||||
shootClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Enemy::updateDirection() {
|
||||
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
|
||||
if (position.y <= 0) {
|
||||
direction = Direction::Down;
|
||||
} else if (position.y >= 800) {
|
||||
direction = Direction::Up;
|
||||
}
|
||||
|
||||
// logika dla kierunku lewo/prawo
|
||||
if (position.x <= 0) {
|
||||
direction = Direction::Right;
|
||||
} else if (position.x >= 1200) {
|
||||
direction = Direction::Left;
|
||||
}
|
||||
}
|
||||
|
||||
void Enemy::move(float deltaX, float deltaY) {
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Enemy::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Enemy::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Enemy::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Enemy::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Enemy::update() {
|
||||
// Sprawdzamy, czy przeciwnik dotarł do krawędzi i zmieniamy kierunek
|
||||
updateDirection();
|
||||
|
||||
switch (direction) {
|
||||
case Direction::Up:
|
||||
moveUp();
|
||||
break;
|
||||
case Direction::Down:
|
||||
moveDown();
|
||||
break;
|
||||
case Direction::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
case Direction::Right:
|
||||
moveRight();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Enemy::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Enemy::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 5;
|
||||
}
|
||||
}
|
||||
23
sources/Heart.cpp
Normal file
@@ -0,0 +1,23 @@
|
||||
#include "../headers/Heart.hpp"
|
||||
|
||||
Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
|
||||
outOfBounds = false;
|
||||
texture = texture;
|
||||
sprite.setTexture(texture);
|
||||
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||
sprite.setPosition(x, y);
|
||||
movingSpeed = 3.0f;
|
||||
// sprite.scale(0.05f, 0.05f);
|
||||
position.x = x;
|
||||
position.y = y;
|
||||
rotationSpeed = 0;
|
||||
}
|
||||
|
||||
void Heart::update() {
|
||||
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
|
||||
position.y += int(movingSpeed); // przesunięcie pozycji
|
||||
// sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
|
||||
if(position.y > 900) {
|
||||
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
|
||||
}
|
||||
}
|
||||
135
sources/Kamikadze.cpp
Normal file
@@ -0,0 +1,135 @@
|
||||
#include <iostream>
|
||||
#include <random>
|
||||
#include "../headers/Kamikadze.h"
|
||||
#include "../headers/RandomNumberGenerator.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
|
||||
|
||||
Kamikadze::Kamikadze(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
hp = 3; // 3 punkty życia
|
||||
moving_speed = 2.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Kamikadze::shoot(){}
|
||||
|
||||
void Kamikadze::setRandomDirection() {
|
||||
int randomDirection = RandomNumberGenerator::getRandomNumber(0,3);
|
||||
|
||||
// Zapobieganie wyjscia poza ekran
|
||||
switch (randomDirection) {
|
||||
case 0:
|
||||
if (position.y > 0) direction = DirectionK::Up;
|
||||
break;
|
||||
case 1:
|
||||
if (position.y < 800) direction = DirectionK::Down;
|
||||
break;
|
||||
case 2:
|
||||
if (position.x > 0) direction = DirectionK::Left;
|
||||
break;
|
||||
case 3:
|
||||
if (position.x < 1200) direction = DirectionK::Right;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Kamikadze::updateDirection() {
|
||||
// Zmieniamy kierunek przeciwnika, gdy dotrze do krawędzi
|
||||
if (position.y <= 0) {
|
||||
direction = DirectionK::Down;
|
||||
} else if (position.y >= 800) {
|
||||
direction = DirectionK::Up;
|
||||
}
|
||||
|
||||
// logika dla kierunku lewo/prawo
|
||||
if (position.x <= 0) {
|
||||
direction = DirectionK::Right;
|
||||
} else if (position.x >= 1200) {
|
||||
direction = DirectionK::Left;
|
||||
}
|
||||
}
|
||||
|
||||
void Kamikadze::followPlayer(const sf::Vector2f& playerPosition) {
|
||||
float diffX = playerPosition.x - position.x;
|
||||
float diffY = playerPosition.y - position.y;
|
||||
|
||||
float magnitude = std::sqrt(diffX * diffX + diffY * diffY);
|
||||
if (magnitude != 0) {
|
||||
diffX /= magnitude;
|
||||
diffY /= magnitude;
|
||||
|
||||
// Aktualizacja pozycji Kamikadze w kierunku gracza
|
||||
position.x += diffX * movementSpeed;
|
||||
position.y += diffY * movementSpeed;
|
||||
} else { //zatrzymanie kamikadze
|
||||
movementSpeed = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void Kamikadze::explode(const sf::Vector2f& playerPosition, bool& playerHit) {
|
||||
if (!exploding) {
|
||||
// Rozpocznij kamikadze
|
||||
exploding = true;
|
||||
explosionClock.restart();
|
||||
movementSpeed = 0.0f;
|
||||
|
||||
std::cout << "Kamikadze exploding!" << std::endl;
|
||||
std::cout << "Kamikadze position: (" << position.x << ", " << position.y << ")" << std::endl;
|
||||
std::cout << "Player position: (" << playerPosition.x << ", " << playerPosition.y << ")" << std::endl;
|
||||
|
||||
// Zakres, w jakim gracz może zostać trafiony
|
||||
|
||||
sf::Vector2f diff = playerPosition - sf::Vector2f(static_cast<float>(position.x), static_cast<float>(position.y));
|
||||
float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y);
|
||||
|
||||
std::cout << "Distance to player: " << distance << std::endl;
|
||||
|
||||
// Trafienie gracza, jeśli jest w obszarze eksplozji
|
||||
const float explosionRange = 100.0f;
|
||||
if (distance <= explosionRange) {
|
||||
playerHit = true;
|
||||
std::cout << "Player is within explosion range! Player hit!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Sprawdzanie czasu wybuchu
|
||||
if (exploding && explosionClock.getElapsedTime().asSeconds() >= 0.5f) {
|
||||
alive = false; // Kamikadze ulega zniszczeniu po eksplozji
|
||||
std::cout << "Kamikadze destroyed after explosion!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void Kamikadze::move(float deltaX, float deltaY) {
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
void Kamikadze::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Kamikadze::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Kamikadze::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Kamikadze::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Kamikadze::update(const sf::Vector2f& playerPosition) {
|
||||
if (alive && !exploding) {
|
||||
// Podążanie za graczem, dopóki Kamikadze jest żywy
|
||||
followPlayer(playerPosition);
|
||||
actorSprite.setPosition(position.x, position.y);
|
||||
}
|
||||
}
|
||||
|
||||
bool Kamikadze::isExploding() const {
|
||||
return exploding;
|
||||
}
|
||||
|
||||
bool Kamikadze::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Kamikadze::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 20;
|
||||
}
|
||||
}
|
||||
@@ -1,40 +1,29 @@
|
||||
#include <iostream>
|
||||
#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) {
|
||||
outOfBounds = false;
|
||||
meteorTexture = texture;
|
||||
meteorSprite.setTexture(texture);
|
||||
meteorSprite.setOrigin(meteorSprite.getLocalBounds().width / 2, meteorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||
meteorSprite.setPosition(x, y);
|
||||
meteorSpeed = 5.0f;
|
||||
meteorSprite.scale(0.05f, 0.05f);
|
||||
meteorPosition.x = x;
|
||||
meteorPosition.y = y;
|
||||
meteorRotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
|
||||
texture_ = texture;
|
||||
sprite.setTexture(texture);
|
||||
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||
sprite.setPosition(x, y);
|
||||
movingSpeed = 5.0f;
|
||||
sprite.scale(0.05f, 0.05f);
|
||||
position.x = x;
|
||||
position.y = y;
|
||||
rotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
|
||||
}
|
||||
|
||||
sf::Sprite &Meteor::getSprite() {
|
||||
return meteorSprite;
|
||||
}
|
||||
|
||||
|
||||
void Meteor::update() {
|
||||
meteorSprite.move(0.0f, meteorSpeed); // przesunięcie sprajta
|
||||
meteorPosition.y += int(meteorSpeed); // przesunięcie pozycji
|
||||
meteorSprite.rotate(meteorRotationSpeed); // obracanie tym meteorkiem pięknym
|
||||
if(meteorPosition.y > 900) {
|
||||
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
|
||||
position.y += int(movingSpeed); // przesunięcie pozycji
|
||||
sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
|
||||
if(position.y > 900) {
|
||||
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
|
||||
}
|
||||
// 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
|
||||
//Meteor::~Meteor() {
|
||||
// Meteor::counter++;
|
||||
|
||||
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_ = {0,0};
|
||||
position_.x = static_cast<int>(x);
|
||||
position_.y = static_cast<int>(y);
|
||||
position = position_;
|
||||
this->texture_ = texture;
|
||||
}
|
||||
|
||||
bool ObjectItem::getStatus() {
|
||||
return outOfBounds;
|
||||
}
|
||||
|
||||
sf::Sprite &ObjectItem::getSprite() {
|
||||
return sprite;
|
||||
}
|
||||
@@ -1,18 +1,47 @@
|
||||
#include <random>
|
||||
#include <iostream>
|
||||
#include "../headers/Plansza.h"
|
||||
#include "../headers/RandomNumberGenerator.h"
|
||||
|
||||
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
|
||||
: background("../assets/img/background/background.png", 2.0f),
|
||||
ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100, "../assets/ship/Dreadnought-Base.png")
|
||||
{
|
||||
|
||||
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
|
||||
: background("../assets/img/background/background.png", 2.0f) {
|
||||
window = mainWindow;
|
||||
size.height = static_cast<int>(windowHeight);
|
||||
size.width = static_cast<int>(windowWidth);
|
||||
|
||||
ship.setMovingSpeed(8);
|
||||
ship.setFirerate(200);
|
||||
Plansza::selectedShip = selectedShip;
|
||||
|
||||
try {
|
||||
if(selectedShip == nova) {
|
||||
playerTexture.loadFromFile("../assets/ship/nova.png");
|
||||
} else if(selectedShip == pulsar) {
|
||||
playerTexture.loadFromFile("../assets/ship/pulsar.png");
|
||||
} else if(selectedShip == zenith) {
|
||||
playerTexture.loadFromFile("../assets/ship/zenith.png");
|
||||
} else {
|
||||
playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
|
||||
}
|
||||
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
|
||||
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
|
||||
// Ładowanie tekstur wrogów
|
||||
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
|
||||
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
|
||||
BomberEnemyTexture.loadFromFile("../assets/img/enemy/bomber.png");
|
||||
KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
|
||||
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
|
||||
WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png");
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
score = 0;
|
||||
|
||||
// Wczytywanie czcionki dla licznika punktów
|
||||
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
||||
std::cerr << "Error loading font\n";
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
audioManager.loadBackgroundMusic("../assets/music/background.ogg");
|
||||
audioManager.playBackgroundMusic();
|
||||
@@ -23,161 +52,748 @@ ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow-
|
||||
|
||||
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
|
||||
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
|
||||
|
||||
heartTexture.loadFromFile("../assets/img/hearts/heart.png");
|
||||
heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
|
||||
|
||||
heartStats.emplace_back(heartTexture);
|
||||
heartStats.emplace_back(heartTexture);
|
||||
heartStats.emplace_back(heartTexture);
|
||||
heartStats[0].setPosition(565, 10);
|
||||
heartStats[1].setPosition(530, 10);
|
||||
heartStats[2].setPosition(495, 10);
|
||||
|
||||
meteorSpawnClock.restart();
|
||||
spawn_player();
|
||||
|
||||
spawnClock.restart();
|
||||
}
|
||||
|
||||
|
||||
// TODO: Refactor tej metody bo rozrosła się za bardzo już
|
||||
void Plansza::update() {
|
||||
// tło
|
||||
background.update();
|
||||
background.draw(*window);
|
||||
background.update();
|
||||
background.draw(*window);
|
||||
|
||||
// poruszanie się statkiem
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
|
||||
if(ship.getPosition().x > 50) {
|
||||
ship.moveLeft();
|
||||
// poruszanie się statkiem
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
|
||||
if (ship->getPosition().x > 50) {
|
||||
ship->moveLeft();
|
||||
}
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
|
||||
if (ship->getPosition().y > 80) {
|
||||
ship->moveUp();
|
||||
}
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
|
||||
if (ship->getPosition().y < 720) {
|
||||
ship->moveDown();
|
||||
}
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
|
||||
if (ship->getPosition().x < 550) {
|
||||
ship->moveRight();
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
|
||||
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
|
||||
ship->shoot();
|
||||
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
|
||||
}
|
||||
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
|
||||
ship->alternate_shoot();
|
||||
audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
|
||||
}
|
||||
|
||||
// generowanie nowego meteoru
|
||||
ship->update(); // migotanie statku
|
||||
update_score(); // naliczanie punktów
|
||||
// Sprawnowanie wszystkich rodzajów wrogów
|
||||
// spawn_meteor();
|
||||
// spawn_hearts();
|
||||
// spawn_enemy();
|
||||
// spawn_advanced_enemy();
|
||||
spawn_wiazkowiec();
|
||||
// spawn_bomber();
|
||||
// spawn_kamikadze();
|
||||
|
||||
// utrzymanie meteorów i pocisków w ruchu
|
||||
for (auto &meteor: meteors) {
|
||||
meteor.update();
|
||||
window->draw(meteor.getSprite());
|
||||
}
|
||||
|
||||
for (auto &heart: hearts) {
|
||||
heart.update();
|
||||
window->draw(heart.getSprite());
|
||||
}
|
||||
|
||||
for (auto &bullet: ship->getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
}
|
||||
|
||||
for (auto &rocket: ship->getRockets()) {
|
||||
rocket.update();
|
||||
window->draw(rocket.getSprite());
|
||||
}
|
||||
|
||||
// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
|
||||
update_meteors();
|
||||
update_hearts();
|
||||
ship->updateBullets();
|
||||
|
||||
window->draw(ship->getSprite());
|
||||
|
||||
for (auto &meteor: meteors) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
|
||||
ship->takeDamage();
|
||||
}
|
||||
}
|
||||
|
||||
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
|
||||
ship->healUP();
|
||||
heartIt = hearts.erase(heartIt);
|
||||
} else {
|
||||
++heartIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
|
||||
bool meteorHit = false;
|
||||
for (auto rocketIt = ship->getBullets().begin(); rocketIt != ship->getBullets().end();) {
|
||||
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getBullets().erase(rocketIt);
|
||||
meteorIt = getMeteors().erase(meteorIt);
|
||||
meteorHit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
|
||||
if(ship.getPosition().y > 80) {
|
||||
ship.moveUp();
|
||||
if (!meteorHit) {
|
||||
++meteorIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
|
||||
bool meteorHit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getRockets().erase(rocketIt);
|
||||
meteorIt = getMeteors().erase(meteorIt);
|
||||
meteorHit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
|
||||
if(ship.getPosition().y < 720) {
|
||||
ship.moveDown();
|
||||
if (!meteorHit) {
|
||||
++meteorIt;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (gameOver) {
|
||||
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
||||
sf::Font font;
|
||||
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
||||
std::cerr << "Error loading font\n";
|
||||
exit(-500);
|
||||
}
|
||||
sf::Text text("Your ship is destroyed!", font, 24);
|
||||
text.setFillColor(sf::Color::Red);
|
||||
text.setPosition(50, 80);
|
||||
|
||||
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
|
||||
audioManager.playSoundEffect("fail", 70.f);
|
||||
audioManager.stopBackgroundMusic();
|
||||
sf::Event event{};
|
||||
while (errorWindow.isOpen()) {
|
||||
while (errorWindow.pollEvent(event)) {
|
||||
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
|
||||
errorWindow.close();
|
||||
window->close();
|
||||
exit(-2);
|
||||
}
|
||||
}
|
||||
errorWindow.clear();
|
||||
errorWindow.draw(text);
|
||||
errorWindow.display();
|
||||
}
|
||||
}
|
||||
|
||||
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
|
||||
bool meteorHit = false;
|
||||
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
||||
if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
ship->getBullets().erase(bulletIt);
|
||||
meteorIt = getMeteors().erase(meteorIt);
|
||||
meteorHit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
|
||||
if(ship.getPosition().x < 550) {
|
||||
ship.moveRight();
|
||||
if (!meteorHit) {
|
||||
++meteorIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
|
||||
bool meteorHit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getRockets().erase(rocketIt);
|
||||
meteorIt = getMeteors().erase(meteorIt);
|
||||
meteorHit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (!meteorHit) {
|
||||
++meteorIt;
|
||||
}
|
||||
}
|
||||
|
||||
// Ruch i render przeciwnika
|
||||
for (auto it = enemies.begin(); it != enemies.end();) {
|
||||
it->update(); // Aktualizacja kierunku i ruchu
|
||||
it->shoot();
|
||||
|
||||
window->draw(it->getSprite());
|
||||
|
||||
// Usunięcie martwych przeciwników
|
||||
if (!it->isAlive()) {
|
||||
std::cout << "Basic Enemy has been eliminated." << std::endl;
|
||||
it = enemies.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
for (auto it = AEnemies.begin(); it != AEnemies.end();) {
|
||||
it->update(); // Ruch zaawansowanego przeciwnika
|
||||
it->shoot(); // Strzał przeciwnika
|
||||
|
||||
window->draw(it->getSprite()); // Rysowanie na ekranie
|
||||
|
||||
if (!it->isAlive()) {
|
||||
std::cout << "Advanced Enemy has been eliminated." << std::endl;
|
||||
it = AEnemies.erase(it); // Usunięcie martwych przeciwników
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
for (auto it = BEnemies.begin(); it != BEnemies.end();) {
|
||||
it->update(); // Ruch bombera
|
||||
it->shoot(); // Strzał przeciwnika
|
||||
|
||||
window->draw(it->getSprite()); // Rysowanie na ekranie
|
||||
|
||||
if (!it->isAlive()) {
|
||||
std::cout << "Bomber has been eliminated." << std::endl;
|
||||
it = BEnemies.erase(it); // Usunięcie martwych przeciwników
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (auto it = KEnemies.begin(); it != KEnemies.end();) {
|
||||
sf::Vector2f playerPosition = ship->getSprite().getPosition(); // Aktualna pozycja gracza
|
||||
bool playerHit = false;
|
||||
|
||||
it->update(playerPosition);
|
||||
|
||||
// Wybuch, gdy Kamikadze dotknie gracza
|
||||
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
it->explode(playerPosition, playerHit);
|
||||
if (playerHit) {
|
||||
ship->takeDamage(); // Gracz otrzymuje obrażenia
|
||||
std::cout << "Gracz został trafiony przez eksplozję Kamikadze!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
|
||||
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
|
||||
ship.shoot();
|
||||
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
|
||||
}
|
||||
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
|
||||
ship.alternate_shoot();
|
||||
audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
|
||||
// Kamikadze eksploduje po aktywacji niezależnie od obecności gracza
|
||||
if (it->isExploding()) {
|
||||
it->explode(playerPosition, playerHit); // Eksplozja trwa
|
||||
}
|
||||
|
||||
// generowanie nowego meteoru
|
||||
spawn_meteor();
|
||||
|
||||
|
||||
// utrzymanie meteorów i pocisków w ruchu
|
||||
for (auto& meteor : getMeteors()) {
|
||||
meteor.update();
|
||||
window->draw(meteor.getSprite());
|
||||
// Usunięcie martwego Kamikadze
|
||||
if (it->isAlive()) {
|
||||
window->draw(it->getSprite());
|
||||
++it;
|
||||
} else {
|
||||
std::cout << "Kamikadze exploded!" << std::endl;
|
||||
it = KEnemies.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& bullet : ship.getBullets()) {
|
||||
|
||||
// Obsługa pocisków zaawansowanych przeciwników
|
||||
for (auto &aEnemy: AEnemies) {
|
||||
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
ship->takeDamage(); // Zadanie obrażeń graczowi
|
||||
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Obsługa bomb
|
||||
for (auto &aEnemy: BEnemies) {
|
||||
for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
ship->takeDamage(); // Zadanie obrażeń graczowi
|
||||
it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (auto &enemy: enemies) {
|
||||
enemy.shoot();
|
||||
enemy.updateBullets();
|
||||
for (auto &bullet: enemy.getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& rocket : ship.getRockets()) {
|
||||
rocket.update();
|
||||
window->draw(rocket.getSprite());
|
||||
for (auto &advancedEnemy: AEnemies) {
|
||||
advancedEnemy.updateBullets(); // Obsługuje pociski zaawansowanych przeciwników
|
||||
for (auto &bullet: advancedEnemy.getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
}
|
||||
}
|
||||
|
||||
// Sprawdzenie czy meteory i pociski są poza granicami ekranu
|
||||
update_meteors();
|
||||
ship.updateBullets();
|
||||
for (auto &bomberEnemy: BEnemies) {
|
||||
bomberEnemy.updateBullets(); // Obsługuje bomby
|
||||
for (auto &bullet: bomberEnemy.getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
}
|
||||
}
|
||||
|
||||
window->draw(ship.getSprite());
|
||||
for (auto &enemy: enemies) {
|
||||
for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
// Kolizja wykryta
|
||||
ship->takeDamage();
|
||||
// Usuwanie pocisku
|
||||
it = enemy.getBullets().erase(it);
|
||||
} else {
|
||||
++it; // Brak kolizji, przechodzimy do kolejnego pocisku
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// trochę dziwny sposób ale jednak działa
|
||||
for (auto& meteor : getMeteors()) {
|
||||
if(ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
|
||||
std::cout << "You lost the game!\n";
|
||||
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
||||
sf::Font font;
|
||||
if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
|
||||
std::cerr << "Error loading font\n";
|
||||
exit(-500);
|
||||
for (auto &bomberEnemy: BEnemies) {
|
||||
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
|
||||
bool bulletDestroyed = false;
|
||||
|
||||
// Kolizja pocisku gracza z pociskiem Bombera
|
||||
for (auto playerBulletIt = ship->getBullets().begin(); playerBulletIt != ship->getBullets().end();) {
|
||||
if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
// Usuń pocisk Bombera i pocisk gracza
|
||||
it = bomberEnemy.getBullets().erase(it);
|
||||
ship->getBullets().erase(playerBulletIt);
|
||||
bulletDestroyed = true;
|
||||
break;
|
||||
} else {
|
||||
++playerBulletIt;
|
||||
}
|
||||
sf::Text text("Your ship is destroyed!", font, 24);
|
||||
text.setFillColor(sf::Color::Red);
|
||||
text.setPosition(50, 80);
|
||||
}
|
||||
|
||||
// zatrzymanie muzyki i odtworzenie dźwięku przegranej
|
||||
audioManager.playSoundEffect("fail", 70.f);
|
||||
audioManager.stopBackgroundMusic();
|
||||
sf::Event event{};
|
||||
while (errorWindow.isOpen()) {
|
||||
while (errorWindow.pollEvent(event)) {
|
||||
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
|
||||
errorWindow.close();
|
||||
window->close();
|
||||
exit(-2);
|
||||
}
|
||||
// Kolizja rakiety gracza z pociskiem Bombera
|
||||
if (!bulletDestroyed) {
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
// Usuń pocisk Bombera i rakietę gracza
|
||||
it = bomberEnemy.getBullets().erase(it);
|
||||
ship->getRockets().erase(rocketIt);
|
||||
bulletDestroyed = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
errorWindow.clear();
|
||||
errorWindow.draw(text);
|
||||
errorWindow.display();
|
||||
}
|
||||
}
|
||||
|
||||
// Jeśli pocisk Bombera przetrwał dotychczasowe sprawdzenia, wykonaj inne działania
|
||||
if (!bulletDestroyed) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
||||
// Kolizja pocisku Bombera z graczem
|
||||
ship->takeDamage();
|
||||
it = bomberEnemy.getBullets().erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &wiazkowiec: WEnemies) {
|
||||
wiazkowiec.update();
|
||||
|
||||
if (wiazkowiec.isShooting()) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getSprite().getGlobalBounds())) {
|
||||
ship->takeDamage(); // Gracz otrzymuje obrażenia
|
||||
}
|
||||
}
|
||||
|
||||
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
|
||||
bool meteorHit = false;
|
||||
for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end(); ) {
|
||||
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship.getBullets().erase(rocketIt);
|
||||
meteorIt = getMeteors().erase(meteorIt);
|
||||
meteorHit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (!meteorHit) {
|
||||
++meteorIt;
|
||||
}
|
||||
}
|
||||
window->draw(wiazkowiec.getSprite());
|
||||
}
|
||||
|
||||
for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
|
||||
bool meteorHit = false;
|
||||
for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end(); ) {
|
||||
if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship.getRockets().erase(rocketIt);
|
||||
meteorIt = getMeteors().erase(meteorIt);
|
||||
meteorHit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (!meteorHit) {
|
||||
++meteorIt;
|
||||
// TODO: naprawić to co średnio działa
|
||||
// Usuwanie pocisków, które są poza ekranem srednio to dziala
|
||||
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())) {
|
||||
ship->getBullets().erase(bulletIt);
|
||||
enemyIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !enemyIt->isAlive()) {
|
||||
enemyIt = enemies.erase(enemyIt);
|
||||
} else {
|
||||
++enemyIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
||||
if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
ship->getBullets().erase(bulletIt);
|
||||
advancedIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !advancedIt->isAlive()) {
|
||||
advancedIt = AEnemies.erase(advancedIt); // Usunięcie przeciwnika AdvancedEnemy
|
||||
} else {
|
||||
++advancedIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
||||
if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
ship->getBullets().erase(bulletIt);
|
||||
bomberIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !bomberIt->isAlive()) {
|
||||
bomberIt = BEnemies.erase(bomberIt); // Usunięcie przeciwnika Bomber
|
||||
} else {
|
||||
++bomberIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
||||
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
ship->getBullets().erase(bulletIt);
|
||||
kamikadzeIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !kamikadzeIt->isAlive()) {
|
||||
kamikadzeIt = KEnemies.erase(kamikadzeIt); // Usunięcie przeciwnika Kamikadze
|
||||
} else {
|
||||
++kamikadzeIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
||||
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
||||
ship->getBullets().erase(bulletIt);
|
||||
wiazkowiecIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++bulletIt;
|
||||
}
|
||||
}
|
||||
if (hit && !wiazkowiecIt->isAlive()) {
|
||||
wiazkowiecIt = WEnemies.erase(wiazkowiecIt); // Usunięcie przeciwnika Wiazkowiec
|
||||
} else {
|
||||
++wiazkowiecIt;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//oblsuga dla rakiety
|
||||
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getRockets().erase(rocketIt);
|
||||
enemyIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !enemyIt->isAlive()) {
|
||||
enemyIt = enemies.erase(enemyIt);
|
||||
} else {
|
||||
++enemyIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getRockets().erase(rocketIt);
|
||||
advancedIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !advancedIt->isAlive()) {
|
||||
advancedIt = AEnemies.erase(advancedIt);
|
||||
} else {
|
||||
++advancedIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getRockets().erase(rocketIt);
|
||||
bomberIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !bomberIt->isAlive()) {
|
||||
bomberIt = BEnemies.erase(bomberIt);
|
||||
} else {
|
||||
++bomberIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getRockets().erase(rocketIt);
|
||||
kamikadzeIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !kamikadzeIt->isAlive()) {
|
||||
kamikadzeIt = KEnemies.erase(kamikadzeIt);
|
||||
} else {
|
||||
++kamikadzeIt;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
|
||||
bool hit = false;
|
||||
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
||||
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
||||
ship->getRockets().erase(rocketIt);
|
||||
wiazkowiecIt->takeDamage();
|
||||
hit = true;
|
||||
break;
|
||||
} else {
|
||||
++rocketIt;
|
||||
}
|
||||
}
|
||||
if (hit && !wiazkowiecIt->isAlive()) {
|
||||
wiazkowiecIt = WEnemies.erase(wiazkowiecIt);
|
||||
} else {
|
||||
++wiazkowiecIt;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Statystyka życia gracza (wyświetlanie)
|
||||
switch (ship->getHP()) {
|
||||
case 0:
|
||||
heartStats[0].setTexture(heartTextureGray);
|
||||
heartStats[1].setTexture(heartTextureGray);
|
||||
heartStats[2].setTexture(heartTextureGray);
|
||||
gameOver = true;
|
||||
break;
|
||||
case 1:
|
||||
heartStats[0].setTexture(heartTexture);
|
||||
heartStats[1].setTexture(heartTextureGray);
|
||||
heartStats[2].setTexture(heartTextureGray);
|
||||
break;
|
||||
case 2:
|
||||
heartStats[0].setTexture(heartTexture);
|
||||
heartStats[1].setTexture(heartTexture);
|
||||
heartStats[2].setTexture(heartTextureGray);
|
||||
break;
|
||||
case 3:
|
||||
heartStats[0].setTexture(heartTexture);
|
||||
heartStats[1].setTexture(heartTexture);
|
||||
heartStats[2].setTexture(heartTexture);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
for (const auto& heart: heartStats) {
|
||||
window->draw(heart);
|
||||
}
|
||||
}
|
||||
|
||||
// Meteor-related niżej
|
||||
|
||||
void Plansza::spawn_meteor() {
|
||||
if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
||||
if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||
if(rand() % 2 == 1) {
|
||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, meteorTexture2);
|
||||
} else {
|
||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, meteorTexture1);
|
||||
}
|
||||
|
||||
void Plansza::update_meteors() {
|
||||
// usuwanie meteorów, które wyleciały poza ekran
|
||||
for (auto &meteor: meteors) {
|
||||
if (meteor.getStatus()) {
|
||||
meteors.erase(meteors.begin());
|
||||
}
|
||||
spawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::update_meteors() {
|
||||
// usuwanie meteorów które wyleciały poza ekran
|
||||
for (auto& meteor : meteors) {
|
||||
if(meteor.getStatus()) {
|
||||
meteors.erase(meteors.begin());
|
||||
void Plansza::spawn_meteor() {
|
||||
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
||||
if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||
if (rand() % 2 == 1) {
|
||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
|
||||
} else {
|
||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture1);
|
||||
}
|
||||
}
|
||||
meteorSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_hearts() {
|
||||
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 26 + 5) { // randomowy spawn meteorytów od 5 do 30 sekundy
|
||||
if (hearts.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
|
||||
}
|
||||
heartSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_player() {
|
||||
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
||||
ship->loadTexture();
|
||||
ship->setMovingSpeed(8);
|
||||
ship->setFirerate(200);
|
||||
}
|
||||
|
||||
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, enemyTexture);
|
||||
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
|
||||
enemySpawnClock.restart();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_advanced_enemy() {
|
||||
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 20) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
|
||||
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
|
||||
AenemySpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_bomber() {
|
||||
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 30) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
|
||||
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
|
||||
BEnemies.push_back(bomber);
|
||||
std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
|
||||
BomberSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_kamikadze() {
|
||||
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 40) { // Spawn co 10 sekund
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
|
||||
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
|
||||
KamikadzeSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_wiazkowiec() {
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
|
||||
if (WEnemies.size() < 1) {
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
||||
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
|
||||
WEnemies.push_back(wiazkowiec);
|
||||
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
|
||||
WiazkowiecSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Plansza::update_hearts() {
|
||||
// usuwanie serduszek, które wyleciały poza ekran
|
||||
for (auto& heart : hearts) {
|
||||
if(heart.getStatus()) {
|
||||
hearts.erase(hearts.begin());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -190,5 +806,18 @@ std::vector<Meteor> &Plansza::getMeteors() {
|
||||
return meteors;
|
||||
}
|
||||
|
||||
// TODO: naliczanie punktów za zabicie wrogów
|
||||
void Plansza::update_score() {
|
||||
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
|
||||
score++;
|
||||
scoreClock.restart();
|
||||
}
|
||||
|
||||
sf::Text text(std::to_string(score), font, 24);
|
||||
text.setFillColor(sf::Color::White);
|
||||
text.setPosition(25, 25);
|
||||
window->draw(text);
|
||||
}
|
||||
|
||||
ships Plansza::selectedShip = none;
|
||||
unsigned int Plansza::score = 0;
|
||||
@@ -1,10 +1,37 @@
|
||||
#include "../headers/Player.h"
|
||||
#include "../headers/Bullet.h"
|
||||
|
||||
Player::Player(int x, int y, std::string path) : Actor(x, y, path) {
|
||||
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
||||
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
||||
};
|
||||
#include <iostream>
|
||||
#include <SFML/Graphics/Font.hpp>
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
hp = 3;
|
||||
if(Plansza::selectedShip != none) {
|
||||
actorSprite.setScale(0.20f, 0.20f);
|
||||
}
|
||||
}
|
||||
|
||||
Player* Player::getInstance(int x, int y, const sf::Texture& texture) {
|
||||
if (player_ == nullptr) {
|
||||
player_ = new Player(x, y, texture);
|
||||
}
|
||||
return player_;
|
||||
}
|
||||
|
||||
void Player::loadTexture() {
|
||||
try {
|
||||
bulletTexture.loadFromFile("../assets/img/bullets/bullet_pink.png");
|
||||
rocketTexture.loadFromFile("../assets/img/rockets/Rocket_111.png");
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
damageDealClock.restart();
|
||||
originalColor = actorSprite.getColor();
|
||||
}
|
||||
|
||||
void Player::shoot() {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
@@ -14,6 +41,7 @@ void Player::shoot() {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Player::alternate_shoot() {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
||||
@@ -22,6 +50,35 @@ void Player::alternate_shoot() {
|
||||
}
|
||||
}
|
||||
|
||||
void Player::update() {
|
||||
// Wyłącz nieśmiertelność po określonym czasie
|
||||
if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
|
||||
isImmortal = false;
|
||||
std::cout << "Immortality ended.\n";
|
||||
}
|
||||
|
||||
// Efekt migania podczas nieśmiertelności
|
||||
if (isImmortal) {
|
||||
if (static_cast<int>(immortalityClock.getElapsedTime().asMilliseconds() / 200) % 2 == 0) {
|
||||
actorSprite.setColor(sf::Color(255, 255, 255, 128)); // Półprzezroczysty
|
||||
} else {
|
||||
actorSprite.setColor(sf::Color(255, 255, 255, 255)); // Normalny
|
||||
}
|
||||
} else {
|
||||
actorSprite.setColor(sf::Color(255, 255, 255, 255)); // Normalny
|
||||
}
|
||||
}
|
||||
|
||||
void Player::takeDamage() {
|
||||
if (!isImmortal) {
|
||||
if (hp > 0) {
|
||||
hp--;
|
||||
isImmortal = true; // Aktywuj chwilową nieśmiertelność
|
||||
immortalityClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::setFirerate(unsigned int firerate) {
|
||||
this->firerate = firerate;
|
||||
}
|
||||
@@ -53,3 +110,5 @@ void Player::moveDown() {
|
||||
std::vector<Rocket> &Player::getRockets() {
|
||||
return rockets;
|
||||
}
|
||||
|
||||
Player* Player::player_ = nullptr;
|
||||
|
||||
@@ -2,8 +2,9 @@
|
||||
|
||||
void Rocket::update() {
|
||||
sprite.move(0.0f, speed);
|
||||
position.y += int(speed);
|
||||
position.y += static_cast<int>(speed);
|
||||
if(position.y < -100) {
|
||||
outOfBounds = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
212
sources/Wiazkowiec.cpp
Normal file
@@ -0,0 +1,212 @@
|
||||
#include "../headers/Wiazkowiec.h"
|
||||
#include "../headers/Plansza.h"
|
||||
#include "../headers/RandomNumberGenerator.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
|
||||
Wiazkowiec::Wiazkowiec(int x, int y, const sf::Texture &texture, sf::RenderWindow *window) : Actor(x, y, texture),
|
||||
beam(nullptr)
|
||||
{
|
||||
window_ptr = window;
|
||||
|
||||
try {
|
||||
beamTexture.loadFromFile("../assets/img/wiazka/laser.png");
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||
exit(-500);
|
||||
}
|
||||
|
||||
hp = 2; // 2 punkty życia
|
||||
firerate = 5000; // Strzela co 10
|
||||
moving_speed = 5.0f; // Prędkość
|
||||
}
|
||||
|
||||
void Wiazkowiec::setPlanszaHeight(int height, int width) {
|
||||
planszaHeight = height;
|
||||
planszaWidth = width;
|
||||
}
|
||||
|
||||
void Wiazkowiec::spawnBeam() {
|
||||
int beamX = actorSprite.getPosition().x;
|
||||
int beamY = actorSprite.getPosition().y;
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(180);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Down: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Left: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(90);
|
||||
break;
|
||||
}
|
||||
case DirectionW::Right: {
|
||||
beam = new Beam(beamX, beamY, beamTexture);
|
||||
beam->setRotation(270);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
shooting = true;
|
||||
shootingClock.restart();
|
||||
}
|
||||
|
||||
// Strzał wiązki
|
||||
void Wiazkowiec::shoot() {
|
||||
if (!shooting) {
|
||||
spawnBeam();
|
||||
}
|
||||
switch (direction) {
|
||||
case DirectionW::Up: {
|
||||
std::cout << "Direction is up" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Down: {
|
||||
std::cout << "Direction is down" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Left: {
|
||||
std::cout << "Direction is left" << std::endl;
|
||||
break;
|
||||
}
|
||||
case DirectionW::Right: {
|
||||
std::cout << "Direction is right" << std::endl;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::setRandomDirection() {
|
||||
// Losowanie kierunku: 0 = Up, 1 = Down, 2 = Left, 3 = Right
|
||||
|
||||
int whatNumber = rand() % 4;
|
||||
|
||||
switch (whatNumber) {
|
||||
case 0:
|
||||
direction = DirectionW::Up;
|
||||
break;
|
||||
case 1:
|
||||
direction = DirectionW::Down;
|
||||
break;
|
||||
case 2:
|
||||
direction = DirectionW::Left;
|
||||
break;
|
||||
case 3:
|
||||
direction = DirectionW::Right;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Wiazkowiec::checkIfBeamShootOutOfBounds() {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Pobierz rozmiar i pozycję sprite'a
|
||||
|
||||
// Kontrola górnej i dolnej krawędzi
|
||||
if (position.y <= 0) {
|
||||
direction = DirectionW::Down;
|
||||
} else if (position.y + spriteBounds.height >= planszaHeight) {
|
||||
direction = DirectionW::Up;
|
||||
}
|
||||
|
||||
// Kontrola lewej i prawej krawędzi
|
||||
if (position.x <= 0) {
|
||||
direction = DirectionW::Right;
|
||||
} else if (position.x + spriteBounds.width >= planszaWidth) {
|
||||
direction = DirectionW::Left;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Wiazkowiec::move(float deltaX, float deltaY) {
|
||||
auto spriteBounds = actorSprite.getGlobalBounds(); // Rozmiar i pozycja sprite'a
|
||||
|
||||
// Zapobiegaj wyjściu poza poziome granice
|
||||
if (static_cast<float>(position.x) + deltaX < 0) {
|
||||
deltaX = static_cast<float>(-position.x);
|
||||
} else if (static_cast<float>(position.x) + spriteBounds.width + deltaX > static_cast<float>(planszaWidth)) {
|
||||
deltaX = static_cast<float>(planszaWidth) - (static_cast<float>(position.x) + spriteBounds.width);
|
||||
}
|
||||
|
||||
// Zapobiegaj wyjściu poza pionowe granice
|
||||
if (static_cast<float>(position.y) + deltaY < 0) {
|
||||
deltaY = static_cast<float>(-position.y);
|
||||
} else if (static_cast<float>(position.y) + spriteBounds.height + deltaY > static_cast<float>(planszaHeight)) {
|
||||
deltaY = static_cast<float>(planszaHeight) - (static_cast<float>(position.y) + spriteBounds.height);
|
||||
}
|
||||
|
||||
actorSprite.move(deltaX, deltaY);
|
||||
position.x += static_cast<int>(deltaX);
|
||||
position.y += static_cast<int>(deltaY);
|
||||
}
|
||||
|
||||
void Wiazkowiec::moveLeft() { move(-moving_speed, 0.0f); }
|
||||
void Wiazkowiec::moveRight() { move(moving_speed, 0.0f); }
|
||||
void Wiazkowiec::moveUp() { move(0.0f, -moving_speed); }
|
||||
void Wiazkowiec::moveDown() { move(0.0f, moving_speed); }
|
||||
|
||||
void Wiazkowiec::update() {
|
||||
if (shooting) {
|
||||
// Kontrola zakończenia strzału
|
||||
if (shootingClock.getElapsedTime().asSeconds() >= beamDuration) {
|
||||
shooting = false;
|
||||
delete beam;
|
||||
beam = nullptr;
|
||||
setRandomDirection(); // Zmień kierunek po strzale
|
||||
} else {
|
||||
window_ptr->draw(beam->getSprite());
|
||||
}
|
||||
} else {
|
||||
checkIfBeamShootOutOfBounds();
|
||||
|
||||
switch (direction) {
|
||||
case DirectionW::Up:
|
||||
moveUp();
|
||||
break;
|
||||
case DirectionW::Down:
|
||||
moveDown();
|
||||
break;
|
||||
case DirectionW::Left:
|
||||
moveLeft();
|
||||
break;
|
||||
case DirectionW::Right:
|
||||
moveRight();
|
||||
break;
|
||||
}
|
||||
|
||||
if (shootClock.getElapsedTime().asSeconds() >= 3.0f) {
|
||||
// Co 3 sekundy
|
||||
shoot();
|
||||
shootClock.restart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Wiazkowiec::isAlive() const {
|
||||
return alive;
|
||||
}
|
||||
|
||||
void Wiazkowiec::takeDamage() {
|
||||
if (--hp <= 0) {
|
||||
alive = false;
|
||||
Plansza::score += 10;
|
||||
}
|
||||
}
|
||||
|
||||
bool Wiazkowiec::isShooting() const {
|
||||
return shooting;
|
||||
}
|
||||
|
||||
Beam* Wiazkowiec::getBeam() const {
|
||||
return beam;
|
||||
}
|
||||