19 Commits

Author SHA1 Message Date
ff562d4d92 usunięcie zduplikowanego wpisu 2025-01-15 23:21:54 +01:00
898671a72a Poprawiono kolizje bomb z pociskami gracza 2025-01-15 21:58:20 +01:00
0ea80559e5 Boss poprawnie reaguje z rakietami 2025-01-15 19:40:08 +01:00
6a833f5698 Merge remote-tracking branch 'origin/BossV1' into BossV1 2025-01-14 15:38:14 +01:00
2539892b71 Boss nie wylazi 2025-01-14 15:38:02 +01:00
17a1d3689b todo added 2025-01-14 14:45:13 +01:00
8b8bfc9aed Merge remote-tracking branch 'origin/BossV1' into BossV1 2025-01-14 14:11:42 +01:00
b833a21dbb Tekstura bossa 2025-01-14 14:09:28 +01:00
2e02b17cc7 dodano laser 2025-01-14 14:09:18 +01:00
7d2b8bd9a2 Kolizja wiazki dodana 2025-01-14 13:52:58 +01:00
baced5f971 Kolizja wiazki dodana 2025-01-14 13:52:05 +01:00
629b1279a9 Boss utworzony, strzela, bombuje, wiazkuje(#KolizjaToDo) 2025-01-13 23:59:18 +01:00
62808a9fbf Zaimplementowano pauze 2025-01-09 12:11:56 +01:00
5ad7cc9d1e Merge branch 'powerup' 2025-01-07 10:32:50 +01:00
4d2283d15e powerups fully implemented 2025-01-06 16:17:38 +01:00
236ddd828d Merge branch 'refactor' 2025-01-06 11:51:33 +01:00
b1b5858fb6 Dziala powerup na prędkość poruszania się 2025-01-06 01:31:59 +01:00
3d83a3a767 powerup init commit 2025-01-05 18:35:39 +01:00
3e2d37cf72 Update README.md 2025-01-03 17:28:54 +01:00
22 changed files with 665 additions and 93 deletions

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@@ -42,6 +42,10 @@ add_executable(LotoStatek main.cpp
sources/Beam.cpp
headers/Heart.hpp
sources/Heart.cpp
headers/PowerUp.h
sources/PowerUp.cpp
sources/Boss.cpp
headers/Boss.h
)
if(WIN32)

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@@ -1 +1,11 @@
Tu będzie lotoł statek
The space-invaders type game created for university project.
The main character is a "Ship", with which you are fighting enemies that have different abilities, for example laser beams or "Kamikaze" that will try to explode at you.
Your character has only 3 HP that are showed in right upper corner.
There are 5 different types of enemies:
1. The simpliest one - just shoots you with one bullet
2. The advanced enemy - shoots you with the same bullet, but shooted 3 at the one piece of time
3. The "Kamikaze" will explode at you once reaches you, dealing 2 hp damage.
4. The Laser enemy will shoot you with laser beam both sideways and up and down direction, dealing 1 hp damage.
5. The bomber - will leave bombs all around map which will deal 1 hp damage once exploded.

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72
headers/Boss.h Normal file
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@@ -0,0 +1,72 @@
#ifndef BOSS_H
#define BOSS_H
#include "Actor.h"
#include "Bullet.h"
#include "Beam.h"
#include <vector>
#include <SFML/Graphics.hpp>
enum class BossDirection {
Up,
Down,
Left,
Right
};
class Boss : public Actor {
public:
Boss(int x, int y, const sf::Texture &bossTexture, const sf::Texture &bulletTexture, sf::Texture BombaTexture,
sf::RenderWindow *window);
void setPlanszaHeight(int height, int width);
void moveLeft() override;
void moveRight() override;
void moveUp() override;
void moveDown() override;
void shoot() override;
void dropBomb();
void shootLaser();
void move(float deltaX, float deltaY) override;
void update();
void takeDamage();
bool isAlive() const;
std::vector<Bullet>& getBullets() { return bullets; }
std::vector<Bullet>& getBombs() { return bombs; }
bool isShooting() const { return laserBeam != nullptr; }
Beam* getBeam() const { return laserBeam; }
private:
float movementSpeed = 5.5f;
BossDirection direction = BossDirection::Down;
sf::Clock shootClock;
sf::Clock bombClock;
sf::Clock laserClock;
sf::Clock directionClock;
sf::Clock beamDurationClock;
float beamDuration = 1.0f;
sf::Texture bulletTexture;
sf::Texture BombaTexture;
sf::Texture beamTexture;
sf::RenderWindow* window;
Beam* laserBeam = nullptr;
std::vector<Bullet> bullets;
std::vector<Bullet> bombs;
int planszaHeight = 800;
int planszaWidth = 600;
bool isStationary = false;
void setRandomDirection();
void handleBounds();
};
#endif // BOSS_H

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@@ -6,7 +6,7 @@
class Heart : public ObjectItem {
public:
Heart(float x, float y, sf::Texture &texture);
Heart(float x, float y, sf::Texture &texture_);
void update() override;
};

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@@ -7,6 +7,7 @@
class ObjectItem {
public:
virtual ~ObjectItem() = default;
ObjectItem(float x, float y, sf::Texture &texture);
sf::Sprite &getSprite();
bool getStatus();

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@@ -15,7 +15,9 @@
#include "AudioManager.h"
#include "Plansza.h"
#include "Heart.hpp"
#include "PowerUp.h"
#include "Size.h"
#include "Boss.h"
enum ships{
nova,
@@ -31,31 +33,48 @@ public:
std::vector<Meteor> &getMeteors();
void spawn_meteor();
void spawn_hearts();
void spawn_power_up();
void update_meteors();
void update_hearts();
void update_power_ups();
void update();
void update_score();
void check_PowerUp_collisions();
void check_Heart_collisions();
void check_Meteor_collisions();
void spawn_player();
void spawn_enemy();
void spawn_advanced_enemy();
void spawn_wiazkowiec();
void spawn_boss();
void spawn_bomber();
void spawn_kamikadze();
~Plansza() {
delete ship; // usuwanie wskaźnika ship
delete ship;
delete boss;
}
static ships selectedShip;
static unsigned int score;
sf::Font font;
private:
Background background;
AudioManager audioManager;
Player *ship;
Size size;
sf::RenderWindow *window;
sf::Font font;
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock powerUpSpawnClock;
sf::Clock movingSpeedPUTimer;
sf::Clock fireratePUTimer;
sf::Clock tripleShotPUTimer;
sf::Clock spawnClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
@@ -72,6 +91,7 @@ private:
sf::Texture advancedEnemyTexture;
sf::Texture BomberEnemyTexture;
sf::Texture BombaTexture;
sf::Texture BossTexture;
sf::Texture KamikadzeTexture;
sf::Texture WiazkowiecTexture;
sf::Texture WiazkaTexture;
@@ -79,6 +99,9 @@ private:
sf::Texture meteorTexture2;
sf::Texture heartTexture;
sf::Texture heartTextureGray;
sf::Texture movingSpeedPowerUpTexture;
sf::Texture fireratePowerUpTexture;
sf::Texture tripleShotPowerUpTexture;
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
@@ -87,7 +110,12 @@ private:
std::vector<Meteor> meteors;
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
std::vector<PowerUp> powerUps;
Boss* boss = nullptr; // Wskaźnik na bossa
sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
bool gameOver = false;
unsigned int nextBossScoreThreshold = 1; // Próg punktowy dla spawnu bossa
};
#endif //PLANSZA_H

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@@ -29,6 +29,7 @@ public:
void moveUp() override;
void moveDown() override;
void takeDamage();
void setTripleShot(bool toogle);
void update();
std::vector<Rocket>& getRockets();
@@ -44,6 +45,7 @@ private:
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
bool isImmortal = false; // flaga na immortal
bool tripleShot = false; // flaga na potrójny strzał
};

25
headers/PowerUp.h Normal file
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@@ -0,0 +1,25 @@
#ifndef POWERUP_H
#define POWERUP_H
#include "ObjectItem.hpp"
class PowerUp : public ObjectItem {
public:
enum Type {
movingSpeedUp,
firerateUp,
tripleShotUp
};
PowerUp(float x, float y, sf::Texture &texture, Type type);
void update() override;
Type getType() const {
return type_;
}
private:
Type type_;
};
#endif //POWERUP_H

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@@ -19,6 +19,7 @@ int main() {
icon.loadFromFile("../assets/img/icon/ikonka.png");
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
bool isPaused = false;
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
@@ -32,9 +33,27 @@ int main() {
mainWindow.close();
}
plansza.update();
mainWindow.display();
// Obsługa pauzy
if (event.key.code == sf::Keyboard::P) {
isPaused = !isPaused;
sf::RectangleShape bg(sf::Vector2f(mainWindow.getSize().x, mainWindow.getSize().y));
bg.setFillColor(sf::Color(0,0,0,100));
sf::Text text("PAUZA", plansza.font, 50);
text.setOrigin(text.getLocalBounds().getSize().x/2, text.getLocalBounds().getSize().y/2);
text.setFillColor(sf::Color::White);
text.setPosition(mainWindow.getSize().x/2, mainWindow.getSize().y/2);
plansza.update();
mainWindow.draw(bg);
mainWindow.draw(text);
mainWindow.display();
}
if (!isPaused) { // jesli nie spauzowane to graj
plansza.update();
mainWindow.display();
}
}
return 0;
@@ -121,6 +140,9 @@ void menu() {
menuWindow.close();
exit(-2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) {
menuWindow.close();
}
if (event.type == sf::Event::MouseButtonPressed) {
if (event.mouseButton.button == sf::Mouse::Left) {

188
sources/Boss.cpp Normal file
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@@ -0,0 +1,188 @@
#include "../headers/Boss.h"
#include <random>
#include <iostream>
#include "../headers/RandomNumberGenerator.h"
Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bulletTexture, const sf::Texture BombaTexture, sf::RenderWindow* window)
: Actor(x, y, bossTexture), bulletTexture(bulletTexture), BombaTexture(BombaTexture), window(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 = 100;
firerate = 2000;
movementSpeed = 2.0f;
}
void Boss::setPlanszaHeight(int height, int width) {
planszaHeight = height;
planszaWidth = width;
}
// TODO: Po mergowaniu dodać obsługę pocisku, przy pomocy nowego konstruktora Bullet
void Boss::shoot() {
if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
Bullet leftBullet(position.x - 20, position.y, bulletTexture);
leftBullet.setSpeed(5.0f);
Bullet centerBullet(position.x, position.y, bulletTexture);
centerBullet.setSpeed(5.0f);
Bullet rightBullet(position.x + 20, position.y, bulletTexture);
rightBullet.setSpeed(5.0f);
bullets.push_back(std::move(leftBullet));
bullets.push_back(std::move(centerBullet));
bullets.push_back(std::move(rightBullet));
std::cout << "Strzal lezy" << std::endl;
shootClock.restart();
}
}
void Boss::dropBomb() {
if (bombClock.getElapsedTime().asMilliseconds() >= 5000) {
Bullet Bomb(position.x, position.y, BombaTexture);
Bomb.setSpeed(0.5f);
bombs.emplace_back(std::move(Bomb)); // Można zmienić na bombę
std::cout << "Bombka lezy" << std::endl;
bombClock.restart();
}
}
void Boss::shootLaser() {
if (!laserBeam && laserClock.getElapsedTime().asSeconds() >= 5.0f) {
laserBeam = new Beam(position.x, position.y, beamTexture);
beamDurationClock.restart();
laserClock.restart();
isStationary = true;
}
if (laserBeam) {
window->draw(laserBeam->getSprite());
std::cout << "Laser beam shooted" << std::endl;
if (beamDurationClock.getElapsedTime().asSeconds() >= beamDuration) {
delete laserBeam;
laserBeam = nullptr;
isStationary = false;
}
}
}
void Boss::move(float deltaX, float deltaY) {
if (deltaX == 0 && deltaY == 0) {
std::cerr << "Boss stopped: deltaX and deltaY are both 0" << std::endl;
}
actorSprite.move(deltaX, deltaY);
position.x += static_cast<int>(deltaX);
position.y += static_cast<int>(deltaY);
handleBounds();
}
void Boss::update() {
std::cout << "Current movementSpeed: " << movementSpeed << std::endl;
std::cout << "Boss position: (" << position.x << ", " << position.y << "), Direction: " << static_cast<int>(direction) << std::endl;
if (!isStationary) {
if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
setRandomDirection();
directionClock.restart();
}
switch (direction) {
case BossDirection::Up: moveUp(); break;
case BossDirection::Down: moveDown(); break;
case BossDirection::Left: moveLeft(); break;
case BossDirection::Right: moveRight(); break;
}
}
shoot();
dropBomb();
shootLaser();
// Aktualizacja pocisków
for (auto it = bullets.begin(); it != bullets.end();) {
it->update();
window->draw(it->getSprite());
if (it->isOutOfBounds()) {
it = bullets.erase(it);
} else {
++it;
}
}
// Aktualizacja bomb
for (auto it = bombs.begin(); it != bombs.end();) {
it->update();
window->draw(it->getSprite());
if (it->isOutOfBounds()) {
it = bombs.erase(it);
} else {
++it;
}
}
}
void Boss::moveLeft() {
move(-movementSpeed, 0.0f);
}
void Boss::moveRight() {
move(movementSpeed, 0.0f);
}
void Boss::moveUp() {
move(0.0f, -movementSpeed);
}
void Boss::moveDown() {
move(0.0f, movementSpeed);
}
void Boss::takeDamage() {
if (--hp <= 0) {
hp = 0;
std::cout << "HP bossa" << hp << std::endl;
}
}
bool Boss::isAlive() const {
return hp > 0;
}
void Boss::setRandomDirection() {
BossDirection previousDirection = direction;
do {
int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
direction = static_cast<BossDirection>(randomValue);
} while (
(direction == BossDirection::Left && position.x <= 0) ||
(direction == BossDirection::Right && position.x >= 600) ||
(direction == BossDirection::Up && position.y <= 0) ||
(direction == BossDirection::Down && position.y >= 800)
);
if (previousDirection == direction) {
std::cerr << "Boss kept the same direction: " << static_cast<int>(direction) << std::endl;
}
}
void Boss::handleBounds() {
if (position.x < 0) {
direction = BossDirection::Right;
} else if (position.x > 600 - actorSprite.getGlobalBounds().width) {
direction = BossDirection::Left;
}
if (position.y < 0) {
direction = BossDirection::Down;
} else if (position.y > 800 - actorSprite.getGlobalBounds().height) {
direction = BossDirection::Up;
}
}

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@@ -1,13 +1,11 @@
#include "../headers/Heart.hpp"
Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
outOfBounds = false;
texture = texture;
sprite.setTexture(texture);
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;
@@ -16,7 +14,6 @@ Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
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
}

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@@ -1,7 +1,6 @@
#include "../headers/Meteor.h"
Meteor::Meteor(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

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@@ -1,6 +1,7 @@
#include "../headers/ObjectItem.hpp"
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
outOfBounds = false;
Position position_ = {0,0};
position_.x = static_cast<int>(x);
position_.y = static_cast<int>(y);

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@@ -21,8 +21,14 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
} else {
playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
}
// Ładowanie tekstur itemów
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");
movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
// Ładowanie tekstur wrogów
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
@@ -30,6 +36,8 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png");
enemyBulletTexture.loadFromFile("../assets/img/bullets/enemy_bullet.png");
BossTexture.loadFromFile("../assets/img/boss/boss.png");
} catch (std::exception &e) {
std::cerr << "Failed to load textures: " << e.what() << std::endl;
exit(-500);
@@ -50,12 +58,6 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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);
@@ -64,6 +66,7 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
heartStats[2].setPosition(495, 10);
meteorSpawnClock.restart();
powerUpSpawnClock.restart();
spawn_player();
spawnClock.restart();
@@ -71,7 +74,8 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
// TODO: Refactor tej metody bo rozrosła się za bardzo już
void Plansza::update() {
// tło
srand(time(0)); // generacja innego ziarna na podstawie zegara systemowego
// tło
background.update();
background.draw(*window);
@@ -100,24 +104,25 @@ void Plansza::update() {
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
ship->shoot();
audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
// 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
// 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();
spawn_meteor();
spawn_hearts();
spawn_power_up();
// spawn_enemy();
// spawn_advanced_enemy();
// spawn_wiazkowiec();
// spawn_bomber();
// spawn_kamikadze();
spawn_boss();
// utrzymanie meteorów i pocisków w ruchu
for (auto &meteor: meteors) {
@@ -130,6 +135,11 @@ void Plansza::update() {
window->draw(heart.getSprite());
}
for (auto &powerUp: powerUps) {
powerUp.update();
window->draw(powerUp.getSprite());
}
for (auto &bullet: ship->getBullets()) {
bullet.update();
window->draw(bullet.getSprite());
@@ -143,60 +153,25 @@ void Plansza::update() {
// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
update_meteors();
update_hearts();
update_power_ups();
ship->updateBullets();
window->draw(ship->getSprite());
for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship->takeDamage();
}
}
check_Meteor_collisions();
check_Heart_collisions();
check_PowerUp_collisions();
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship->healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
}
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
ship->setMovingSpeed(8.0f);
}
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;
}
if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f) {
ship->setFirerate(200);
}
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;
}
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f) {
ship->setTripleShot(false);
}
if (gameOver) {
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
sf::Font font;
@@ -260,6 +235,40 @@ void Plansza::update() {
}
}
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 (!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
@@ -358,6 +367,107 @@ void Plansza::update() {
}
}
// Aktualizacja bossa
if (boss && boss->isAlive()) {
boss->update();
window->draw(boss->getSprite());
// Kolizje bossa z pociskami
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (boss->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
boss->takeDamage();
bulletIt = ship->getBullets().erase(bulletIt);
} else {
++bulletIt;
}
}
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (boss->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
boss->takeDamage();
rocketIt = ship->getRockets().erase(rocketIt);
std::cout << "Rocket hit boss! Boss HP: " << boss->getHP() << std::endl;
} else {
++rocketIt;
}
}
// Kolizja bossa z graczem
// if (ship->getSprite().getGlobalBounds().intersects(boss->getSprite().getGlobalBounds())) {
// ship->takeDamage();
// }
} else if (bossSpawned && (!boss || !boss->isAlive())) {
std::cout << "Boss defeated!" << std::endl;
delete boss;
boss = nullptr;
bossSpawned = false; // Resetowanie flagi, jeśli boss został pokonany
}
// Obsługa pocisków bossa
if (boss && boss->isAlive()) {
for (auto it = boss->getBullets().begin(); it != boss->getBullets().end();) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage();
it = boss->getBullets().erase(it); // Usuwanie pocisku po trafieniu
} else {
++it;
}
}
// Obsługa bomb bossa
for (auto it = boss->getBombs().begin(); it != boss->getBombs().end();) {
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
ship->takeDamage();
it = boss->getBombs().erase(it); // Usuwanie bomby po trafieniu
} else {
++it;
}
}
if (boss->isShooting() && boss->getBeam() != nullptr) {
if (ship->getSprite().getGlobalBounds().intersects(boss->getBeam()->getSprite().getGlobalBounds())) {
ship->takeDamage(); // Gracz otrzymuje obrażenia
}
}
// Sprawdzenie kolizji pocisków gracza z bombami Bossa
for (auto bombIt = boss->getBombs().begin(); bombIt != boss->getBombs().end();) {
bool bombHit = false;
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
if (bombIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
ship->getBullets().erase(bulletIt);
bombIt = boss->getBombs().erase(bombIt);
bombHit = true;
break;
} else {
++bulletIt;
}
}
if (!bombHit) {
++bombIt;
}
}
// Sprawdzenie kolizji rakiet gracza z bombami Bossa
for (auto bombIt = boss->getBombs().begin(); bombIt != boss->getBombs().end();) {
bool bombHit = false;
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
if (bombIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
ship->getRockets().erase(rocketIt);
bombIt = boss->getBombs().erase(bombIt);
bombHit = true;
break;
} else {
++rocketIt;
}
}
if (!bombHit) {
++bombIt;
}
}
}
for (auto &enemy: enemies) {
enemy.shoot();
@@ -397,6 +507,7 @@ void Plansza::update() {
}
}
for (auto &bomberEnemy: BEnemies) {
for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
bool bulletDestroyed = false;
@@ -697,7 +808,6 @@ void Plansza::update() {
}
// Meteor-related niżej
void Plansza::update_meteors() {
// usuwanie meteorów, które wyleciały poza ekran
for (auto &meteor: meteors) {
@@ -707,9 +817,26 @@ void Plansza::update_meteors() {
}
}
void Plansza::update_hearts() {
// usuwanie serduszek, które wyleciały poza ekran
for (auto& heart : hearts) {
if(heart.getStatus()) {
hearts.erase(hearts.begin());
}
}
}
void Plansza::update_power_ups() {
for (auto& power : powerUps) {
if(power.getStatus()) {
powerUps.erase(powerUps.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 (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
if (rand() % 2 == 1) {
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
} else {
@@ -721,14 +848,35 @@ void Plansza::spawn_meteor() {
}
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
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 26 + 5) { // randomowy spawn serduszek od 5 do 30 sekundy
if (hearts.size() < 5) { // jeśli jest mniej niż 5 serduszek na planszy
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
}
heartSpawnClock.restart();
}
}
void Plansza::spawn_power_up() {
if (powerUpSpawnClock.getElapsedTime().asSeconds() > 5) {
if (powerUps.size() < 2) {
auto powerUpRand = rand() % 3;
switch (powerUpRand) {
case 0:
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, movingSpeedPowerUpTexture, PowerUp::movingSpeedUp);
break;
case 1:
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, fireratePowerUpTexture, PowerUp::firerateUp);
break;
case 2:
powerUps.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, tripleShotPowerUpTexture, PowerUp::tripleShotUp);
}
}
powerUpSpawnClock.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();
@@ -747,7 +895,7 @@ void Plansza::spawn_enemy() {
}
void Plansza::spawn_advanced_enemy() {
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 20) { // Spawn co 10 sekund
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 8) { // 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;
@@ -756,7 +904,7 @@ void Plansza::spawn_advanced_enemy() {
}
void Plansza::spawn_bomber() {
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 30) { // Spawn co 10 sekund
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 5) { // 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
@@ -776,7 +924,7 @@ void Plansza::spawn_kamikadze() {
}
void Plansza::spawn_wiazkowiec() {
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 3) { // Spawn co 10 sekund
if (WEnemies.size() < 1) {
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
@@ -788,16 +936,17 @@ void Plansza::spawn_wiazkowiec() {
}
}
void Plansza::update_hearts() {
// usuwanie serduszek, które wyleciały poza ekran
for (auto& heart : hearts) {
if(heart.getStatus()) {
hearts.erase(hearts.begin());
}
void Plansza::spawn_boss() {
if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach
boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
boss->setPlanszaHeight(size.width, size.height);
bossSpawned = true;
nextBossScoreThreshold += 1000;
std::cout << "Boss spawned at score: " << score << std::endl;
}
}
Size Plansza::getSize() {
return size;
}
@@ -806,7 +955,6 @@ std::vector<Meteor> &Plansza::getMeteors() {
return meteors;
}
// TODO: naliczanie punktów za zabicie wrogów
void Plansza::update_score() {
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
score++;
@@ -819,5 +967,47 @@ void Plansza::update_score() {
window->draw(text);
}
void Plansza::check_PowerUp_collisions() {
for (auto powerUpIt = powerUps.begin(); powerUpIt != powerUps.end();) {
if (ship->getSprite().getGlobalBounds().intersects(powerUpIt->getSprite().getGlobalBounds())) {
if (powerUpIt->getType() == PowerUp::movingSpeedUp) {
ship->setMovingSpeed(15.0f);
movingSpeedPUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::firerateUp) {
ship->setFirerate(100);
fireratePUTimer.restart();
}
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
ship->setTripleShot(true);
tripleShotPUTimer.restart();
}
powerUpIt = powerUps.erase(powerUpIt);
} else {
++powerUpIt;
}
}
}
void Plansza::check_Heart_collisions() {
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
ship->healUP();
heartIt = hearts.erase(heartIt);
} else {
++heartIt;
}
}
}
void Plansza::check_Meteor_collisions() {
for (auto &meteor: meteors) {
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
ship->takeDamage();
}
}
}
ships Plansza::selectedShip = none;
unsigned int Plansza::score = 0;
unsigned int Plansza::score = 0;

View File

@@ -36,8 +36,16 @@ void Player::loadTexture() {
void Player::shoot() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
bullets.emplace_back(position.x, position.y, bulletTexture);
lastShotTime = now;
if (tripleShot == true) {
bullets.emplace_back(position.x - 40, position.y, bulletTexture);
bullets.emplace_back(position.x, position.y, bulletTexture);
bullets.emplace_back(position.x + 40, position.y, bulletTexture);
lastShotTime = now;
}
if (tripleShot == false) {
bullets.emplace_back(position.x, position.y, bulletTexture);
lastShotTime = now;
}
}
}
@@ -79,6 +87,10 @@ void Player::takeDamage() {
}
}
void Player::setTripleShot(bool toogle) {
tripleShot = toogle;
}
void Player::setFirerate(unsigned int firerate) {
this->firerate = firerate;
}

21
sources/PowerUp.cpp Normal file
View File

@@ -0,0 +1,21 @@
#include "../headers/PowerUp.h"
PowerUp::PowerUp(float x, float y, sf::Texture &texture, PowerUp::Type type): ObjectItem(x, y, texture) {
position.x = x;
position.y = y;
texture_ = texture;
sprite.setTexture(texture);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
sprite.setScale(0.5f, 0.5f);
sprite.setPosition(x, y);
movingSpeed = 3.0f;
this->type_ = type;
}
void PowerUp::update() {
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
position.y += int(movingSpeed); // przesunięcie pozycji
if(position.y > 900) {
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
}
}