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7 Commits
a69dc434a9
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f57d7a8d8a
| Author | SHA1 | Date | |
|---|---|---|---|
| f57d7a8d8a | |||
| 0767278d7c | |||
| 44b806333a | |||
| 6eee029a0a | |||
| 30d808bc80 | |||
| c58a8c2dc7 | |||
| e38bb6e5d0 |
@@ -11,7 +11,12 @@ add_executable(LotoStatek main.cpp
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sources/Player.cpp
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headers/Player.h
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headers/Bullet.h
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sources/Bullet.cpp)
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sources/Bullet.cpp
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headers/Background.h
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sources/Background.cpp
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headers/AudioManager.h
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sources/AudioManager.cpp
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)
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if(WIN32)
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/SFML")
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@@ -20,15 +25,15 @@ if(WIN32)
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file(COPY ${BINARY_DEP_DLLS} DESTINATION ${CMAKE_BINARY_DIR})
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include_directories("${CMAKE_SOURCE_DIR}/SFML/bin" "${CMAKE_SOURCE_DIR}/SFML/include" "${CMAKE_SOURCE_DIR}/SFML/lib/cmake/SFML") # dodane
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake_modules") # dodane
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find_package(SFML 2.5.1 COMPONENTS graphics window system REQUIRED)
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find_package(SFML 2.5.1 COMPONENTS graphics window system audio REQUIRED)
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if(SFML_FOUND)
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include_directories(${SFML_INCLUDE_DIR})
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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(SFML 2.5.1 COMPONENTS graphics window system REQUIRED)
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target_link_libraries(LotoStatek sfml-graphics)
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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(SFML 2.5.1 COMPONENTS graphics window system REQUIRED)
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target_link_libraries(LotoStatek sfml-graphics)
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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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Binary file not shown.
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Before Width: | Height: | Size: 169 KiB |
BIN
assets/img/space.png
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BIN
assets/img/space.png
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After Width: | Height: | Size: 1.1 MiB |
BIN
assets/music/background.ogg
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BIN
assets/music/background.ogg
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Binary file not shown.
BIN
assets/sounds/shoot.ogg
Normal file
BIN
assets/sounds/shoot.ogg
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Binary file not shown.
BIN
assets/sounds/shoot_alt.ogg
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BIN
assets/sounds/shoot_alt.ogg
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23
headers/AudioManager.h
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23
headers/AudioManager.h
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@@ -0,0 +1,23 @@
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#ifndef AUDIOMANAGER_H
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#define AUDIOMANAGER_H
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#include <SFML/Audio.hpp>
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#include <unordered_map>
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#include <string>
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class AudioManager {
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public:
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bool loadBackgroundMusic(const std::string& filePath);
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void playBackgroundMusic(float volume = 50.f, bool loop = true);
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void stopBackgroundMusic();
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bool loadSoundEffect(const std::string& name, const std::string& filePath);
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void playSoundEffect(const std::string& name, float volume = 50.f);
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private:
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sf::Music backgroundMusic;
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std::unordered_map<std::string, sf::SoundBuffer> soundBuffers;
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std::unordered_map<std::string, sf::Sound> sounds;
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};
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#endif // AUDIOMANAGER_H
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20
headers/Background.h
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20
headers/Background.h
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@@ -0,0 +1,20 @@
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#ifndef BACKGROUND_H
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#define BACKGROUND_H
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#include "SFML/Graphics.hpp"
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class Background {
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private:
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sf::Texture texture;
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sf::Sprite sprite1;
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sf::Sprite sprite2;
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float speed;
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public:
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Background(const std::string& texturePath, float speed);
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void update();
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void draw(sf::RenderWindow& window);
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};
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#endif // BACKGROUND_H
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37
main.cpp
37
main.cpp
@@ -4,6 +4,8 @@
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#include "SFML/Graphics.hpp"
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#include "headers/Player.h"
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#include "headers/Bullet.h"
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#include "headers/Background.h"
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#include "headers/AudioManager.h"
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int main()
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{
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@@ -12,9 +14,18 @@ int main()
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window.setVerticalSyncEnabled(true);
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window.setFramerateLimit(60);
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sf::Texture backgroundTexture;
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backgroundTexture.loadFromFile("../assets/img/space.jpg"); // wczytywanie tła
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sf::Sprite backgroundSprite(backgroundTexture); // tworzenie tła
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Background background("../assets/img/space.png", 2.0f); //tutaj predkosc tla, mozna zwiekszyc jak za wolno
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AudioManager audioManager;
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if (!audioManager.loadBackgroundMusic("../assets/music/background.ogg")) {
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return -1;
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}
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audioManager.playBackgroundMusic();
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audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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Player ship(240,650, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku
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ship.setMovingSpeed(8);
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@@ -23,8 +34,6 @@ int main()
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while (window.isOpen()) {
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window.clear();
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window.draw(backgroundSprite); // narysuj tło
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// Tu są handlowane eventy
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sf::Event event{};
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while (window.pollEvent(event)) {
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@@ -35,15 +44,20 @@ int main()
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
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ship.shoot();
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audioManager.playSoundEffect("shoot");
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}
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}
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if(event.type == sf::Event::MouseButtonPressed) {
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if(event.mouseButton.button == sf::Mouse::Left)
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if(event.mouseButton.button == sf::Mouse::Left) {
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ship.shoot();
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else
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audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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} else {
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ship.alternate_shoot();
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audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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}
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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if(ship.getPosition().x > -10) {
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@@ -71,6 +85,15 @@ int main()
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window.draw(bullet.getSprite());
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}
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// tło
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background.update();
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background.draw(window);
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for (auto& bullet : ship.getBullets()) {
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bullet.update();
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window.draw(bullet.getSprite());
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}
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ship.updateBullets();
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window.draw(ship.getSprite());
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window.display();
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44
sources/AudioManager.cpp
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44
sources/AudioManager.cpp
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@@ -0,0 +1,44 @@
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#include "../headers/AudioManager.h"
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#include <iostream>
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//Dodalem dla zabawy audio tez jako potencjalny dodatek, jbc mozna wywalic
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bool AudioManager::loadBackgroundMusic(const std::string& filePath) {
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if (!backgroundMusic.openFromFile(filePath)) {
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std::cerr << "Muzyka tla sie nie zaladowala!!! " << filePath << "\n";
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return false;
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}
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return true;
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}
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void AudioManager::playBackgroundMusic(float volume, bool loop) {
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backgroundMusic.setVolume(volume);
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backgroundMusic.setLoop(loop);
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backgroundMusic.play();
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}
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void AudioManager::stopBackgroundMusic() {
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backgroundMusic.stop();
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}
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bool AudioManager::loadSoundEffect(const std::string& name, const std::string& filePath) {
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sf::SoundBuffer buffer;
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if (!buffer.loadFromFile(filePath)) {
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std::cerr << "Plik z efektem sie nie zaladowal " << filePath << "\n";
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return false;
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}
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// std::cout << "Zaladowano " << name << " z " << filePath << "\n";
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soundBuffers[name] = buffer;
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sounds[name].setBuffer(soundBuffers[name]);
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return true;
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}
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void AudioManager::playSoundEffect(const std::string& name, float volume) {
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if (sounds.find(name) != sounds.end()) {
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sounds[name].setVolume(volume);
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sounds[name].play();
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} else {
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std::cerr << "Pliku z efektem " << name << " nie znaleziono!\n";
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}
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}
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37
sources/Background.cpp
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37
sources/Background.cpp
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@@ -0,0 +1,37 @@
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#include "../headers/Background.h"
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#include <iostream>
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//logika robimy dwa spraity i sie przesuwaja po sobie i resetuja jak wyjda poza ekran
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Background::Background(const std::string& texturePath, float speed)
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: speed(speed)
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{
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if (!texture.loadFromFile(texturePath)) {
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std::cerr << "Tlo sie nie zaladowalo!!! " << texturePath << "\n";
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}
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sprite1.setTexture(texture);
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sprite2.setTexture(texture);
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sprite1.setPosition(0, 0);
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sprite2.setPosition(0, -texture.getSize().y);
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}
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void Background::update() {
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// Przesuwanie tła
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sprite1.move(0, speed);
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sprite2.move(0, speed);
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// Resetowanie pozycji tła
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if (sprite1.getPosition().y >= sprite1.getTexture()->getSize().y) {
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sprite1.setPosition(0, sprite2.getPosition().y - sprite2.getTexture()->getSize().y);
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}
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if (sprite2.getPosition().y >= sprite2.getTexture()->getSize().y) {
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sprite2.setPosition(0, sprite1.getPosition().y - sprite1.getTexture()->getSize().y);
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}
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}
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void Background::draw(sf::RenderWindow& window) {
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window.draw(sprite1);
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window.draw(sprite2);
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}
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Reference in New Issue
Block a user