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| Author | SHA1 | Date | |
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| 8db6b8572d |
@@ -25,12 +25,7 @@ add_executable(LotoStatek main.cpp
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headers/Rocket.h
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sources/Rocket.cpp
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headers/Size.h
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headers/Position.h
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headers/ObjectItem.hpp
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sources/ObjectItem.cpp
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sources/Enemy.cpp
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headers/Enemy.h
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)
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headers/Position.h)
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if(WIN32)
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set(SFML_ROOT "${CMAKE_SOURCE_DIR}/lib/SFML")
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@@ -45,9 +40,9 @@ if(WIN32)
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target_link_libraries(LotoStatek ${SFML_LIBRARIES})
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endif()
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elseif(APPLE)
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find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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find_package(lib/SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
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elseif(LINUX)
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find_package(SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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find_package(lib/SFML 2.6.2 COMPONENTS graphics window system REQUIRED)
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target_link_libraries(LotoStatek sfml-graphics sfml-window sfml-audio sfml-system)
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endif()
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Binary file not shown.
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Before Width: | Height: | Size: 782 B |
Binary file not shown.
@@ -1,14 +1,23 @@
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#ifndef LOTOSTATEK_BULLET_H
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#define LOTOSTATEK_BULLET_H
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#include "Projectile.h"
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Audio/Sound.hpp"
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#include "SFML/Audio/SoundBuffer.hpp"
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class Bullet : public Projectile {
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public:
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Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
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Bullet(float x, float y, sf::Texture &texture);
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void update() override;
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// Dodanie metody do odtwarzania dźwięku
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void playShootSound();
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private:
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sf::Sound shootSound;
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sf::SoundBuffer shootBuffer; // Dodanie bufora dźwięku
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};
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#endif //LOTOSTATEK_BULLET_H
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@@ -1,25 +0,0 @@
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#ifndef ENEMY_H
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#define ENEMY_H
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#include "Actor.h"
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#include "SFML/System/Clock.hpp"
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class Enemy : public Actor {
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public:
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Enemy(int x, int y, std::string path);
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void shoot() override;
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void move(float deltaX, float deltaY) override;
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void moveLeft() override;
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void moveRight() override;
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void moveUp() override;
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void moveDown() override;
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bool isAlive() const;
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void takeDamage();
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private:
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sf::Clock shootClock;
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bool alive = true;
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};
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#endif // ENEMY_H
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@@ -4,12 +4,22 @@
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#include "SFML/Graphics/Texture.hpp"
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#include "SFML/Graphics/Sprite.hpp"
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#include "Position.h"
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#include "ObjectItem.hpp"
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class Meteor : public ObjectItem {
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class Meteor {
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public:
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Meteor(float x, float y, sf::Texture &texture);
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sf::Sprite &getSprite();
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bool getStatus();
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void update();
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// ~Meteor();
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private:
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sf::Texture meteorTexture;
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sf::Sprite meteorSprite;
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Position meteorPosition;
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float meteorRotationSpeed;
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float meteorSpeed;
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bool outOfBounds;
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static unsigned int counter;
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};
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@@ -1,24 +0,0 @@
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#ifndef LOTOSTATEK_OBJECTITEM_HPP
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#define LOTOSTATEK_OBJECTITEM_HPP
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#include "SFML/Graphics/Sprite.hpp"
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#include "Position.h"
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#include "SFML/Graphics/Texture.hpp"
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class ObjectItem {
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public:
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ObjectItem(float x, float y, sf::Texture &texture);
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sf::Sprite &getSprite();
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bool getStatus();
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virtual void update() = 0;
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protected:
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sf::Texture texture;
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sf::Sprite sprite;
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Position position;
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float rotationSpeed;
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float movingSpeed;
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bool outOfBounds;
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static unsigned int counter;
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};
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#endif //LOTOSTATEK_OBJECTITEM_HPP
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@@ -2,7 +2,6 @@
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#define PLANSZA_H
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#include "Meteor.h"
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#include "Enemy.h"
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#include "RandomNumberGenerator.h"
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#include "SFML/System/Clock.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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@@ -19,12 +18,9 @@ public:
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Plansza(unsigned int windowHeight,unsigned int windowWidth, sf::RenderWindow *mainWindow);
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Size getSize();
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void update_meteors();
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void update();
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void spawn_enemy();
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private:
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Size size;
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Background background;
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@@ -33,9 +29,6 @@ private:
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sf::Texture meteorTexture1;
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sf::Texture meteorTexture2;
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sf::Clock spawnClock;
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sf::Clock shooterSpawnClock;
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std::vector<Enemy> enemies;
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sf::Clock enemySpawnClock;
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std::vector<Meteor> meteors;
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sf::RenderWindow *window;
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};
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@@ -1,9 +1,22 @@
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#include "../headers/Bullet.h"
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Bullet::Bullet(float x, float y, sf::Texture &texture) : Projectile(x, y, texture) {
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// Ładowanie dźwięku wystrzału
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if (!shootBuffer.loadFromFile("../assets/sounds/shoot.ogg")) {
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// Obsługa błędu
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}
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shootSound.setBuffer(shootBuffer);
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playShootSound(); // Odtwarzanie dźwięku wystrzału przy utworzeniu pocisku
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}
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void Bullet::update() {
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sprite.move(0.0f, speed);
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position.y += int(speed);
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if(position.y < -100) {
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if (position.y < -100) {
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outOfBounds = true;
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}
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}
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}
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void Bullet::playShootSound() {
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shootSound.play();
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}
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@@ -1,36 +0,0 @@
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#include "../headers/Enemy.h"
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#include "../headers/Bullet.h"
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Enemy::Enemy(int x, int y, std::string path) : Actor(x, y, path) {
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hp = 1; // Przeciwnik ma 1 punkt życia
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firerate = 1000; // Strzela co 1 sekundę
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moving_speed = 2.0f; // Prędkość ruchu przeciwnika
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}
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void Enemy::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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bullets.emplace_back(position.x, position.y + 20, bulletTextureLeft); // Strzał w dół
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shootClock.restart();
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}
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}
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void Enemy::move(float deltaX, float deltaY) {
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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}
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void Enemy::moveLeft() { move(-moving_speed, 0.0f); }
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void Enemy::moveRight() { move(moving_speed, 0.0f); }
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void Enemy::moveUp() { move(0.0f, -moving_speed); }
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void Enemy::moveDown() { move(0.0f, moving_speed); }
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bool Enemy::isAlive() const {
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return alive;
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}
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void Enemy::takeDamage() {
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if (--hp <= 0) {
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alive = false;
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}
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}
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@@ -1,29 +1,40 @@
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#include <iostream>
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#include "../headers/Meteor.h"
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Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
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Meteor::Meteor(float x, float y, sf::Texture &texture) {
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outOfBounds = false;
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texture = texture;
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sprite.setTexture(texture);
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sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
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sprite.setPosition(x, y);
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movingSpeed = 5.0f;
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sprite.scale(0.05f, 0.05f);
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position.x = x;
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position.y = y;
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rotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
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meteorTexture = texture;
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meteorSprite.setTexture(texture);
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meteorSprite.setOrigin(meteorSprite.getLocalBounds().width / 2, meteorSprite.getLocalBounds().height / 2); // wycentrowanie sprite
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meteorSprite.setPosition(x, y);
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meteorSpeed = 5.0f;
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meteorSprite.scale(0.05f, 0.05f);
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meteorPosition.x = x;
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meteorPosition.y = y;
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meteorRotationSpeed = static_cast<float>(rand() % 2 + 1) * (rand() % 2 == 0 ? 1 : -1);
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}
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sf::Sprite &Meteor::getSprite() {
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return meteorSprite;
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}
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void Meteor::update() {
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sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
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position.y += int(movingSpeed); // przesunięcie pozycji
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sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
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if(position.y > 900) {
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meteorSprite.move(0.0f, meteorSpeed); // przesunięcie sprajta
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meteorPosition.y += int(meteorSpeed); // przesunięcie pozycji
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meteorSprite.rotate(meteorRotationSpeed); // obracanie tym meteorkiem pięknym
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if(meteorPosition.y > 900) {
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outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
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}
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// std::cout << "x: " << meteorSprite.getPosition().x << std::endl;
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// std::cout << "y: " << meteorSprite.getPosition().y << std::endl;
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}
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bool Meteor::getStatus() {
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return outOfBounds;
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}
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unsigned int Meteor::counter = 0;
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// było użyte do testowania czy meteoryt jest kasowany
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//Meteor::~Meteor() {
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// Meteor::counter++;
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@@ -1,17 +0,0 @@
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#include "../headers/ObjectItem.hpp"
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ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
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Position position_;
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position_.x = x;
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position_.y = y;
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position = position_;
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this->texture = texture;
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}
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bool ObjectItem::getStatus() {
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return outOfBounds;
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}
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sf::Sprite &ObjectItem::getSprite() {
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return sprite;
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}
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@@ -1,7 +1,6 @@
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#include <random>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/ObjectItem.hpp"
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
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: background("../assets/img/background/background.png", 2.0f),
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@@ -58,7 +57,7 @@ void Plansza::update() {
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship.shoot();
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audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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// audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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}
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if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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ship.alternate_shoot();
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@@ -67,7 +66,7 @@ void Plansza::update() {
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// generowanie nowego meteoru
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spawn_meteor();
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spawn_enemy();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto& meteor : getMeteors()) {
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@@ -157,41 +156,6 @@ void Plansza::update() {
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++meteorIt;
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}
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}
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// Ruch i renderowanie przeciwników
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for (auto it = enemies.begin(); it != enemies.end();) {
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it->moveDown(); // Przeciwnicy poruszają się w dół
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it->shoot();
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// Rysowanie przeciwników
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window->draw(it->getSprite());
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// Usunięcie martwych przeciwników
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if (!it->isAlive()) {
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it = enemies.erase(it);
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} else {
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++it;
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}
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}
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// Kolizje między pociskami gracza a przeciwnikami
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
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bool hit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
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if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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enemyIt->takeDamage();
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hit = true;
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break;
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} else {
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++bulletIt;
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}
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}
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if (hit && !enemyIt->isAlive()) {
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enemyIt = enemies.erase(enemyIt);
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} else {
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++enemyIt;
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}
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}
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}
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// Meteor-related niżej
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@@ -218,14 +182,6 @@ void Plansza::update_meteors() {
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}
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}
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void Plansza::spawn_enemy() {
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if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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enemies.emplace_back(spawnX, -50, "../assets/img/enemy/enemy.png");
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enemySpawnClock.restart();
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}
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}
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Size Plansza::getSize() {
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return size;
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}
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Block a user