44 Commits

Author SHA1 Message Date
6b45443c75 Laser naprawiono 2025-01-05 18:20:19 +01:00
c4c83382c3 Do poprawy centrowanie lasera i strzelanie w lewo i w prawo 2024-12-20 23:38:37 +01:00
0a5a26208a wip 2024-12-20 19:39:18 +01:00
76203a8b29 refactor 2024-12-19 16:01:21 +01:00
36984b859f Naprawiono laser, przerobiono na wskaźniki. Do refactoringu i poprawy sprite'a 2024-12-19 15:14:14 +01:00
15a8d82176 fix serduszek 2024-12-14 20:47:02 +01:00
5459b97e74 poprawniony spawn serduszek 2024-12-14 20:38:50 +01:00
94eddb457f Implementacja naliczania punktów za zabicie wrogów 2024-12-14 20:32:08 +01:00
9432cd94fe Zaimplementowane menu i wybieranie skinów statku 2024-12-14 20:21:46 +01:00
34424da9d6 refactor ciąg dalszy 2024-12-13 20:13:52 +01:00
80a4b1b397 Złączono i wszystko działa, ale trzeba zrobić mocny refactor Planszy bo za dużo niewiadomo skąd biorących się pętli 2024-12-13 20:05:11 +01:00
fdf67f4bc2 Merge remote-tracking branch 'origin/serduszka'
# Conflicts:
#	CMakeLists.txt
#	headers/Actor.h
#	headers/Plansza.h
#	headers/Player.h
#	sources/Plansza.cpp
#	sources/Player.cpp
2024-12-13 19:48:39 +01:00
8b4b25747e Zmiana sposobu tworzenia gracza.
Użyto singleton pattern.
Zmieniono konstruktor klasy Plansza
2024-12-13 13:36:41 +01:00
3f4a937257 Zamiana tekstur 2024-12-13 09:34:40 +01:00
d87143d98b Drobne poprawki 2024-12-13 09:16:03 +01:00
1298bab79a Usunięcie zbędnych rzeczy 2024-12-12 22:51:25 +01:00
9929a5dd40 Merge remote-tracking branch 'origin/5PrzeciwnikowWmiareDziala'
# Conflicts:
#	headers/Plansza.h
#	sources/Plansza.cpp
2024-12-12 22:28:09 +01:00
87399213b3 Malutki refactor 2024-12-12 22:22:01 +01:00
f1dc19e795 Bomber i wiazkowiec nie wylaza poza ekran 2024-12-12 00:11:24 +01:00
168ba2e477 5 przeciwnikow, do poprawy lewa strona mapy przy poruszaniu i teksturki 2024-12-11 23:52:06 +01:00
38fd71b8e6 5 przeciwnikow, jakos to dziala 2024-12-11 23:47:20 +01:00
1c0e5d0293 wiazkowiec strzela, gora dol 2024-12-11 23:00:19 +01:00
c898aa0d81 wiazkowiec strzela, gora dol 2024-12-11 23:00:07 +01:00
b257837d18 Bomber nie chce trzymac sie granic mapy da faq 2024-12-11 18:06:26 +01:00
17c372fad9 Kamikadze poprawnie zadaje orbazenia graczowi, problemem byla za mala odleglosc 2024-12-11 17:58:32 +01:00
0c706625d2 Kamikadze wybucha nawet bez gracza 2024-12-11 17:49:31 +01:00
c1a24a701b Kamikadze sledzi gracza 2024-12-11 17:43:43 +01:00
41945b3d88 Cos usprawnione i nasrane 2024-12-11 16:51:56 +01:00
2234e4d973 Dodanie bombera 2024-12-11 16:33:24 +01:00
da33fcc718 Adjustin hearts to be in right upper corner due to score counter in left upper corner 2024-12-10 20:37:10 +01:00
74c739a09e Dodano podstawowy licznik 2024-12-10 20:30:31 +01:00
81b04bae0f Dziuala 3 strzlowiec 2024-12-10 20:20:05 +01:00
77eb83c2c3 enemy kolizja rakiet 2024-12-09 23:36:50 +01:00
a81cf284d0 Strzela z kolizja 2024-12-09 23:09:44 +01:00
13066709a7 Niby strzela, ale bez kolizji 2024-12-09 17:36:57 +01:00
44f4556fda Jakieś działające gówno
Ale nie strzela chujek
2024-12-09 16:49:18 +01:00
c655409596 Jakieś działające gówno
Ale nie strzela chujek
2024-12-09 16:48:31 +01:00
e2e44ff1ba Mac and Linux fix 2024-12-06 19:43:17 +01:00
71f8ebe285 Statek miga
przy uderzeniu w meteoryt
2024-12-06 15:16:57 +01:00
2f9e0ba236 Serduszka działają
do zrobienia jeszcze animacja uderzenia się w meteoryt (miganie) i wybuch statku przy uderzeniu się w meteoryt po raz trzeci
2024-12-06 12:24:39 +01:00
3b637508e1 Added heart and spawn of them 2024-12-05 14:52:00 +01:00
b6830c305b ObjectItem class added to accordance of diagram class 2024-12-05 12:46:03 +01:00
087a8d7672 Merge remote-tracking branch 'refs/remotes/origin/refactor'
# Conflicts:
#	main.cpp
2024-12-04 23:46:09 +01:00
0e1b53fc9b Dźwięk wybuchu przy trafieniu w meteoryt 2024-11-26 21:47:53 +03:00
53 changed files with 2141 additions and 210 deletions

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@@ -25,7 +25,24 @@ add_executable(LotoStatek main.cpp
headers/Rocket.h
sources/Rocket.cpp
headers/Size.h
headers/Position.h)
headers/Position.h
headers/ObjectItem.hpp
sources/ObjectItem.cpp
sources/Enemy.cpp
headers/Enemy.h
headers/AdvancedEnemy.h
sources/AdvancedEnemy.cpp
headers/Bomber.h
sources/Bomber.cpp
headers/Kamikadze.h
sources/Kamikadze.cpp
headers/wiazkowiec.h
sources/Wiazkowiec.cpp
headers/Beam.h
sources/Beam.cpp
headers/Heart.hpp
sources/Heart.cpp
)
if(WIN32)
set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
@@ -40,9 +57,9 @@ if(WIN32)
target_link_libraries(LotoStatek ${SFML_LIBRARIES})
endif()
elseif(APPLE)
find_package(lib/SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
elseif(LINUX)
find_package(lib/SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
endif()

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@@ -5,17 +5,18 @@
#include "SFML/Graphics/Texture.hpp"
#include "Bullet.h"
#include "Position.h"
#include "SFML/System/Clock.hpp"
class Actor {
public:
Actor(int x, int y, std::string path);
void loadTexture(std::string path);
Actor(int x, int y, const sf::Texture& texture);
virtual ~Actor() = default;
sf::Sprite& getSprite();
unsigned int getHP();
Position getPosition();
std::vector<Bullet>& getBullets();
virtual void move(float deltaX, float deltaY) = 0;
virtual void moveLeft() = 0;
@@ -24,23 +25,23 @@ public:
virtual void moveDown() = 0;
virtual void shoot() = 0;
std::vector<Bullet>& getBullets();
void updateBullets();
void setMovingSpeed(float speed);
void dealDamage();
void healUP();
protected:
Position position;
sf::Sprite actorSprite;
sf::Texture actorTexture;
sf::Texture bulletTextureLeft;
sf::Texture bulletTextureRight;
Position position;
unsigned int hp;
sf::Texture bulletTexture;
sf::Texture rocketTexture;
std::vector<Bullet> bullets;
sf::Clock damageDealClock;
int hp;
unsigned int damage;
unsigned int firerate;
float moving_speed;
std::vector<Bullet> bullets;
};
#endif //ACTOR_H

37
headers/AdvancedEnemy.h Normal file
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@@ -0,0 +1,37 @@
#ifndef ADVANCED_ENEMY_H
#define ADVANCED_ENEMY_H
#include "Enemy.h"
enum class DirectionA {
Up,
Down,
Left,
Right
};
class AdvancedEnemy : public Actor {
public:
AdvancedEnemy(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void update();
bool isAlive() const;
void takeDamage();
void updateDirection();
private:
sf::Clock shootClock;
sf::Texture enemyBulletTexture;
float movementSpeed = 2.0f;
bool alive = true;
DirectionA direction = DirectionA::Down;
};
#endif // ADVANCED_ENEMY_H

18
headers/Beam.h Normal file
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@@ -0,0 +1,18 @@
#ifndef LOTOSTATEK_BEAM_H
#define LOTOSTATEK_BEAM_H
#include <SFML/Graphics.hpp>
class Beam {
public:
Beam() = default;
Beam(int x, int y, const sf::Texture &texture);
sf::Sprite getSprite();
void setRotation(float angle);
private:
sf::Sprite beamSprite;
};
#endif // LOTOSTATEK_BEAM_H

45
headers/Bomber.h Normal file
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@@ -0,0 +1,45 @@
//
// Created by k on 11.12.2024.
//
#ifndef BOMBER_H
#define BOMBER_H
#include "Enemy.h"
#include "Actor.h"
enum class DirectionB {
Up,
Down,
Left,
Right
};
class Bomber : public Actor {
public:
Bomber(int x, int y, const sf::Texture& texture, const sf::Texture& bulletTexture);
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void setRandomDirection();
void update();
bool isAlive() const;
void takeDamage();
void updateDirection();
void setPlanszaHeight(float height, float width);
private:
float planszaHeight = 800.f;
float planszaWidth = 600.f;
sf::Clock shootClock;
sf::Texture BombaTexture;
float movementSpeed = 2.0f;
bool alive = true;
DirectionB direction = DirectionB::Down;
};
#endif //BOMBER_H

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@@ -2,7 +2,6 @@
#define LOTOSTATEK_BULLET_H
#include "Projectile.h"
#include "SFML/Graphics/Texture.hpp"
class Bullet : public Projectile {
public:

39
headers/Enemy.h Normal file
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@@ -0,0 +1,39 @@
#ifndef ENEMY_H
#define ENEMY_H
#include "Actor.h"
#include "SFML/System/Clock.hpp"
enum class Direction {
Up,
Down,
Left,
Right
};
class Enemy : public Actor {
public:
Enemy(int x, int y, const sf::Texture& texture) ;
void shoot() override;
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void update();
bool isAlive() const;
void takeDamage();
void updateDirection();
private:
sf::Clock shootClock;
sf::Texture enemyBulletTexture;
float movementSpeed = 2.0f;
bool alive = true;
Direction direction = Direction::Down;
};
#endif // ENEMY_H

13
headers/Heart.hpp Normal file
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@@ -0,0 +1,13 @@
#ifndef LOTOSTATEK_HEART_HPP
#define LOTOSTATEK_HEART_HPP
#include "SFML/Graphics/Texture.hpp"
#include "ObjectItem.hpp"
class Heart : public ObjectItem {
public:
Heart(float x, float y, sf::Texture &texture);
void update() override;
};
#endif //LOTOSTATEK_HEART_HPP

46
headers/Kamikadze.h Normal file
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@@ -0,0 +1,46 @@
#ifndef KAMIKADZE_H
#define KAMIKADZE_H
#include "Enemy.h"
#include "Actor.h"
#include "Player.h"
enum class DirectionK {
Up,
Down,
Left,
Right
};
class Kamikadze : public Actor {
public:
Kamikadze(int x, int y, const sf::Texture& texture);
void move(float deltaX, float deltaY) override;
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void setRandomDirection();
void shoot() override;
void update(const sf::Vector2f& playerPosition);
bool isAlive() const;
bool isExploding() const;
void takeDamage();
void updateDirection();
void followPlayer(const sf::Vector2f &playerPosition);
void explode(const sf::Vector2f &playerPosition, bool &playerHit);
private:
bool exploding = false;
sf::Clock explosionClock;
sf::Clock shootClock;
float movementSpeed = 2.0f;
bool alive = true;
DirectionK direction = DirectionK::Down;
};
#endif //KAMIKADZE_H

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@@ -4,22 +4,12 @@
#include "SFML/Graphics/Texture.hpp"
#include "SFML/Graphics/Sprite.hpp"
#include "Position.h"
#include "ObjectItem.hpp"
class Meteor {
class Meteor : public ObjectItem {
public:
Meteor(float x, float y, sf::Texture &texture);
sf::Sprite &getSprite();
bool getStatus();
Meteor(float x, float y, sf::Texture &texture_);
void update();
// ~Meteor();
private:
sf::Texture meteorTexture;
sf::Sprite meteorSprite;
Position meteorPosition;
float meteorRotationSpeed;
float meteorSpeed;
bool outOfBounds;
static unsigned int counter;
};

24
headers/ObjectItem.hpp Normal file
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@@ -0,0 +1,24 @@
#ifndef LOTOSTATEK_OBJECTITEM_HPP
#define LOTOSTATEK_OBJECTITEM_HPP
#include "SFML/Graphics/Sprite.hpp"
#include "Position.h"
#include "SFML/Graphics/Texture.hpp"
class ObjectItem {
public:
ObjectItem(float x, float y, sf::Texture &texture);
sf::Sprite &getSprite();
bool getStatus();
virtual void update() = 0;
protected:
sf::Texture texture_;
sf::Sprite sprite;
Position position;
float rotationSpeed;
float movingSpeed;
bool outOfBounds;
static unsigned int counter;
};
#endif //LOTOSTATEK_OBJECTITEM_HPP

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@@ -1,36 +1,93 @@
#ifndef PLANSZA_H
#define PLANSZA_H
#include "Meteor.h"
#include "RandomNumberGenerator.h"
#include "SFML/System/Clock.hpp"
#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

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@@ -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
};

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@@ -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

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@@ -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
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@@ -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
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@@ -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();
}
}

View File

@@ -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
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@@ -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
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@@ -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
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@@ -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;
}
}

View File

@@ -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
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@@ -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
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@@ -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
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@@ -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;
}
}

View File

@@ -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
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@@ -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;
}

View File

@@ -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;

View File

@@ -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;

View File

@@ -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
View 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;
}