Compare commits
12 Commits
refactor
...
c332b7e729
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| c332b7e729 | |||
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| 3d83a3a767 | |||
| 3e2d37cf72 |
@@ -42,6 +42,10 @@ add_executable(LotoStatek main.cpp
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sources/Beam.cpp
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headers/Heart.hpp
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sources/Heart.cpp
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headers/PowerUp.h
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sources/PowerUp.cpp
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headers/Debuff.h
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sources/Debuff.cpp
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)
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if(WIN32)
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12
README.md
@@ -1 +1,11 @@
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Tu będzie lotoł statek
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The space-invaders type game created for university project.
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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.
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Your character has only 3 HP that are showed in right upper corner.
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There are 5 different types of enemies:
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1. The simpliest one - just shoots you with one bullet
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2. The advanced enemy - shoots you with the same bullet, but shooted 3 at the one piece of time
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3. The "Kamikaze" will explode at you once reaches you, dealing 2 hp damage.
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4. The Laser enemy will shoot you with laser beam both sideways and up and down direction, dealing 1 hp damage.
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5. The bomber - will leave bombs all around map which will deal 1 hp damage once exploded.
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BIN
assets/img/debuffs/BulletSpeedDBF.png
Normal file
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After Width: | Height: | Size: 1.4 KiB |
BIN
assets/img/debuffs/firerateDBF.png
Normal file
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After Width: | Height: | Size: 2.8 KiB |
BIN
assets/img/debuffs/movingSpeedDBF.png
Normal file
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After Width: | Height: | Size: 6.4 KiB |
BIN
assets/img/powerups/TripleShotPU.png
Normal file
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After Width: | Height: | Size: 9.3 KiB |
BIN
assets/img/powerups/fireratePU.png
Normal file
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After Width: | Height: | Size: 2.3 KiB |
BIN
assets/img/powerups/movingSpeedPU.png
Normal file
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After Width: | Height: | Size: 7.0 KiB |
BIN
assets/img/wiazka/laser.png
Normal file
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After Width: | Height: | Size: 18 KiB |
@@ -5,7 +5,10 @@
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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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Bullet(float x, float y, sf::Texture &texture, float speed);
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void update() override;
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};
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24
headers/Debuff.h
Normal file
@@ -0,0 +1,24 @@
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#ifndef DEBUFF_H
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#define DEBUFF_H
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#include "ObjectItem.hpp"
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class Debuff : public ObjectItem {
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public:
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enum Type {
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movingSpeedDbf,
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firerateDbf,
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bulletSpeedDbf
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};
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Debuff(float x, float y, sf::Texture &texture, Type type);
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void update() override;
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Type getType() const {
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return type_;
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}
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private:
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Type type_;
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};
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#endif //DEBUFF_H
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@@ -6,7 +6,7 @@
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class Heart : public ObjectItem {
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public:
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Heart(float x, float y, sf::Texture &texture);
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Heart(float x, float y, sf::Texture &texture_);
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void update() override;
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};
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@@ -7,6 +7,7 @@
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class ObjectItem {
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public:
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virtual ~ObjectItem() = default;
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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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@@ -15,6 +15,8 @@
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#include "AudioManager.h"
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#include "Plansza.h"
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#include "Heart.hpp"
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#include "PowerUp.h"
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#include "Debuff.h"
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#include "Size.h"
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enum ships{
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@@ -31,10 +33,22 @@ public:
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std::vector<Meteor> &getMeteors();
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void spawn_meteor();
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void spawn_hearts();
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void spawn_power_up();
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void spawn_debuff();
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void update_meteors();
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void update_hearts();
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void update_power_ups();
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void update_debuffs();
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void update();
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void update_score();
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void check_PowerUp_collisions();
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void check_Heart_collisions();
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void check_Meteor_collisions();
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void check_Debuff_collisions();
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void spawn_player();
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void spawn_enemy();
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void spawn_advanced_enemy();
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@@ -47,16 +61,28 @@ public:
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static ships selectedShip;
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static unsigned int score;
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sf::Font font;
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private:
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Background background;
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AudioManager audioManager;
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Player *ship;
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Size size;
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sf::RenderWindow *window;
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sf::Font font;
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// Timers
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sf::Clock movingSpeedPUTimer;
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sf::Clock fireratePUTimer;
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sf::Clock tripleShotPUTimer;
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sf::Clock movingSpeedDebuffTimer;
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sf::Clock firerateDebuffTimer;
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sf::Clock bulletSpeedDebuffTimer;
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// Zegary
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sf::Clock meteorSpawnClock;
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sf::Clock heartSpawnClock;
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sf::Clock spawnClock;
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sf::Clock powerUpSpawnClock;
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sf::Clock debuffSpawnClock;
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// sf::Clock spawnClock;
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sf::Clock scoreClock;
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sf::Clock shooterSpawnClock;
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sf::Clock enemySpawnClock;
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@@ -64,6 +90,8 @@ private:
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sf::Clock BomberSpawnClock;
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sf::Clock KamikadzeSpawnClock;
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sf::Clock WiazkowiecSpawnClock;
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//Textury
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sf::Texture playerTexture;
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sf::Texture playerBulletTexture;
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sf::Texture playerRocketTexture;
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@@ -79,6 +107,14 @@ private:
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sf::Texture meteorTexture2;
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sf::Texture heartTexture;
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sf::Texture heartTextureGray;
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sf::Texture movingSpeedPowerUpTexture;
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sf::Texture fireratePowerUpTexture;
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sf::Texture tripleShotPowerUpTexture;
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sf::Texture movingSpeedDebuffTexture;
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sf::Texture firerateDebuffTexture;
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sf::Texture bulletSpeedDebuffTexture;
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// Tablice
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std::vector<Enemy> enemies;
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std::vector<AdvancedEnemy> AEnemies;
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std::vector<Bomber> BEnemies;
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@@ -87,7 +123,21 @@ private:
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std::vector<Meteor> meteors;
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std::vector<Heart> hearts;
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std::vector<sf::Sprite> heartStats;
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std::vector<PowerUp> powerUps;
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std::vector<Debuff> debuffs;
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// Zmienne prymitywne
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bool gameOver = false;
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struct {
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bool movingSpeed = false;
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bool firerate = false;
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bool tripleShot = false;
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} powerUpCollected;
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struct {
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bool movingSpeed = false;
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bool firerate = false;
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bool bulletSpeed = false;
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} debuffCollected;
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};
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#endif //PLANSZA_H
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@@ -29,6 +29,8 @@ public:
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void moveUp() override;
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void moveDown() override;
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void takeDamage();
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void setTripleShot(bool toogle);
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void setBulletSpeed(float speed);
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void update();
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std::vector<Rocket>& getRockets();
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@@ -43,7 +45,9 @@ private:
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sf::Color originalColor;
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sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
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float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
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float bulletSpeed = 10.0f; // prędkość pocisku
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bool isImmortal = false; // flaga na immortal
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bool tripleShot = false; // flaga na potrójny strzał
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};
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25
headers/PowerUp.h
Normal file
@@ -0,0 +1,25 @@
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#ifndef POWERUP_H
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#define POWERUP_H
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#include "ObjectItem.hpp"
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class PowerUp : public ObjectItem {
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public:
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enum Type {
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movingSpeedUp,
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firerateUp,
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tripleShotUp
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};
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PowerUp(float x, float y, sf::Texture &texture, Type type);
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void update() override;
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Type getType() const {
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return type_;
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}
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private:
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Type type_;
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};
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#endif //POWERUP_H
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26
main.cpp
@@ -19,6 +19,7 @@ int main() {
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icon.loadFromFile("../assets/img/icon/ikonka.png");
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mainWindow.setIcon(128, 128, icon.getPixelsPtr());
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bool isPaused = false;
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Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
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@@ -32,9 +33,27 @@ int main() {
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mainWindow.close();
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}
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plansza.update();
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mainWindow.display();
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// Obsługa pauzy
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if (event.key.code == sf::Keyboard::P) {
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isPaused = !isPaused;
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sf::RectangleShape bg(sf::Vector2f(mainWindow.getSize().x, mainWindow.getSize().y));
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bg.setFillColor(sf::Color(0,0,0,100));
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sf::Text text("PAUZA", plansza.font, 50);
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text.setOrigin(text.getLocalBounds().getSize().x/2, text.getLocalBounds().getSize().y/2);
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text.setFillColor(sf::Color::White);
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text.setPosition(mainWindow.getSize().x/2, mainWindow.getSize().y/2);
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plansza.update();
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mainWindow.draw(bg);
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mainWindow.draw(text);
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mainWindow.display();
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}
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if (!isPaused) { // jesli nie spauzowane to graj
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plansza.update();
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mainWindow.display();
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}
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}
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return 0;
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@@ -121,6 +140,9 @@ void menu() {
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menuWindow.close();
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exit(-2);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) {
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menuWindow.close();
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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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@@ -1,5 +1,11 @@
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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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Bullet::Bullet(float x, float y, sf::Texture &texture, float speed): Projectile(x,y, texture) {
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this->speed = -speed;
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}
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void Bullet::update() {
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//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
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sprite.move(0.0f, speed);
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21
sources/Debuff.cpp
Normal file
@@ -0,0 +1,21 @@
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#include "../headers/Debuff.h"
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Debuff::Debuff(float x, float y, sf::Texture &texture, Type type) : ObjectItem(x, y, texture) {
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position.x = x;
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position.y = y;
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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.setScale(0.5f, 0.5f);
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sprite.setPosition(x, y);
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movingSpeed = 3.0f;
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this->type_ = type;
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}
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void Debuff::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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if(position.y > 900) {
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outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
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}
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}
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@@ -1,13 +1,11 @@
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#include "../headers/Heart.hpp"
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Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
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outOfBounds = false;
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texture = texture;
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sprite.setTexture(texture);
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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 = 3.0f;
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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 = 0;
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@@ -16,7 +14,6 @@ Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
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void Heart::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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outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
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}
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@@ -1,7 +1,6 @@
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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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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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@@ -1,6 +1,7 @@
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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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outOfBounds = false;
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Position position_ = {0,0};
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position_.x = static_cast<int>(x);
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position_.y = static_cast<int>(y);
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@@ -21,8 +21,17 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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} else {
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playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
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}
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// Ładowanie tekstur itemów
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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heartTexture.loadFromFile("../assets/img/hearts/heart.png");
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heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
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movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
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fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
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tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
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movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
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firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
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bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
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// Ładowanie tekstur wrogów
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enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
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advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
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@@ -50,12 +59,6 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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heartTexture.loadFromFile("../assets/img/hearts/heart.png");
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heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
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heartStats.emplace_back(heartTexture);
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heartStats.emplace_back(heartTexture);
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heartStats.emplace_back(heartTexture);
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@@ -64,14 +67,17 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
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heartStats[2].setPosition(495, 10);
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meteorSpawnClock.restart();
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powerUpSpawnClock.restart();
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debuffSpawnClock.restart();
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spawn_player();
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spawnClock.restart();
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// spawnClock.restart();
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}
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// TODO: Refactor tej metody bo rozrosła się za bardzo już
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void Plansza::update() {
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// tło
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srand(time(0)); // generacja innego ziarna na podstawie zegara systemowego
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// tło
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background.update();
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background.draw(*window);
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@@ -100,22 +106,23 @@ 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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audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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// audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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}
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// generowanie nowego meteoru
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ship->update(); // migotanie statku
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update_score(); // naliczanie punktów
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// Sprawnowanie wszystkich rodzajów wrogów
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// spawn_meteor();
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// spawn_hearts();
|
||||
spawn_power_up();
|
||||
spawn_debuff();
|
||||
// spawn_enemy();
|
||||
// spawn_advanced_enemy();
|
||||
spawn_wiazkowiec();
|
||||
// spawn_wiazkowiec();
|
||||
// spawn_bomber();
|
||||
// spawn_kamikadze();
|
||||
|
||||
@@ -130,6 +137,16 @@ void Plansza::update() {
|
||||
window->draw(heart.getSprite());
|
||||
}
|
||||
|
||||
for (auto &powerUp: powerUps) {
|
||||
powerUp.update();
|
||||
window->draw(powerUp.getSprite());
|
||||
}
|
||||
|
||||
for (auto &debuff: debuffs) {
|
||||
debuff.update();
|
||||
window->draw(debuff.getSprite());
|
||||
}
|
||||
|
||||
for (auto &bullet: ship->getBullets()) {
|
||||
bullet.update();
|
||||
window->draw(bullet.getSprite());
|
||||
@@ -143,59 +160,43 @@ void Plansza::update() {
|
||||
// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
|
||||
update_meteors();
|
||||
update_hearts();
|
||||
update_power_ups();
|
||||
update_debuffs();
|
||||
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();
|
||||
check_Debuff_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;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
// TODO: Dodać flagę aby warunek był sprawdzany nie tylko pod kątem Timeru ale również pod kątem ustawionej flagi
|
||||
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.movingSpeed) {
|
||||
powerUpCollected.movingSpeed = false;
|
||||
ship->setMovingSpeed(8.0f);
|
||||
}
|
||||
|
||||
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 (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f && powerUpCollected.firerate) {
|
||||
powerUpCollected.firerate = false;
|
||||
ship->setFirerate(200);
|
||||
}
|
||||
if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.tripleShot) {
|
||||
powerUpCollected.tripleShot = false;
|
||||
ship->setTripleShot(false);
|
||||
}
|
||||
if (movingSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.movingSpeed) {
|
||||
debuffCollected.movingSpeed = false;
|
||||
ship->setMovingSpeed(8.0f);
|
||||
}
|
||||
if (firerateDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.firerate) {
|
||||
debuffCollected.firerate = false;
|
||||
ship->setFirerate(200);
|
||||
}
|
||||
if (bulletSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.bulletSpeed) {
|
||||
debuffCollected.bulletSpeed = false;
|
||||
ship->setBulletSpeed(10.0f);
|
||||
}
|
||||
|
||||
|
||||
if (gameOver) {
|
||||
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
||||
@@ -260,6 +261,40 @@ 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
|
||||
@@ -697,7 +732,6 @@ void Plansza::update() {
|
||||
}
|
||||
// Meteor-related niżej
|
||||
|
||||
|
||||
void Plansza::update_meteors() {
|
||||
// usuwanie meteorów, które wyleciały poza ekran
|
||||
for (auto &meteor: meteors) {
|
||||
@@ -707,9 +741,34 @@ 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::update_debuffs() {
|
||||
for (auto& debuff : debuffs) {
|
||||
if(debuff.getStatus()) {
|
||||
debuffs.erase(debuffs.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 +780,55 @@ 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() > 15) {
|
||||
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);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
powerUpSpawnClock.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::spawn_debuff() {
|
||||
if (debuffSpawnClock.getElapsedTime().asSeconds() > 30) {
|
||||
if (debuffs.size() < 1) {
|
||||
switch (rand() % 3) {
|
||||
case 0:
|
||||
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, movingSpeedDebuffTexture, Debuff::movingSpeedDbf);
|
||||
break;
|
||||
case 1:
|
||||
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, firerateDebuffTexture, Debuff::firerateDbf);
|
||||
break;
|
||||
case 2:
|
||||
debuffs.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, bulletSpeedDebuffTexture, Debuff::bulletSpeedDbf);
|
||||
break;
|
||||
}
|
||||
}
|
||||
debuffSpawnClock.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();
|
||||
@@ -776,7 +876,7 @@ void Plansza::spawn_kamikadze() {
|
||||
}
|
||||
|
||||
void Plansza::spawn_wiazkowiec() {
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 5) { // Spawn co 10 sekund
|
||||
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
|
||||
if (WEnemies.size() < 1) {
|
||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
||||
@@ -788,16 +888,6 @@ 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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Size Plansza::getSize() {
|
||||
return size;
|
||||
}
|
||||
@@ -806,7 +896,6 @@ 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 +908,75 @@ 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);
|
||||
powerUpCollected.movingSpeed = true;
|
||||
movingSpeedPUTimer.restart();
|
||||
}
|
||||
if (powerUpIt->getType() == PowerUp::firerateUp) {
|
||||
ship->setFirerate(100);
|
||||
powerUpCollected.firerate = true;
|
||||
fireratePUTimer.restart();
|
||||
}
|
||||
if (powerUpIt->getType() == PowerUp::tripleShotUp) {
|
||||
ship->setTripleShot(true);
|
||||
powerUpCollected.tripleShot = true;
|
||||
tripleShotPUTimer.restart();
|
||||
}
|
||||
powerUpIt = powerUps.erase(powerUpIt);
|
||||
} else {
|
||||
++powerUpIt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Plansza::check_Debuff_collisions() {
|
||||
for (auto debuffIt = debuffs.begin(); debuffIt != debuffs.end();) {
|
||||
if (ship->getSprite().getGlobalBounds().intersects(debuffIt->getSprite().getGlobalBounds())) {
|
||||
if (debuffIt->getType() == Debuff::movingSpeedDbf) {
|
||||
ship->setMovingSpeed(4.0f);
|
||||
debuffCollected.movingSpeed = true;
|
||||
movingSpeedDebuffTimer.restart();
|
||||
}
|
||||
if (debuffIt->getType() == Debuff::firerateDbf) {
|
||||
ship->setFirerate(500);
|
||||
debuffCollected.firerate = true;
|
||||
firerateDebuffTimer.restart();
|
||||
}
|
||||
if (debuffIt->getType() == Debuff::bulletSpeedDbf) {
|
||||
ship->setBulletSpeed(5.0f);
|
||||
debuffCollected.bulletSpeed = true;
|
||||
bulletSpeedDebuffTimer.restart();
|
||||
}
|
||||
debuffIt = debuffs.erase(debuffIt);
|
||||
} else {
|
||||
++debuffIt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "../headers/Player.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <SFML/Graphics/Font.hpp>
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
|
||||
#include "../headers/Player.h"
|
||||
#include "../headers/Plansza.h"
|
||||
|
||||
|
||||
|
||||
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||
hp = 3;
|
||||
if(Plansza::selectedShip != none) {
|
||||
@@ -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, bulletSpeed);
|
||||
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||
bullets.emplace_back(position.x + 40, position.y, bulletTexture, bulletSpeed);
|
||||
lastShotTime = now;
|
||||
}
|
||||
if (tripleShot == false) {
|
||||
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||
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;
|
||||
}
|
||||
@@ -111,4 +123,9 @@ std::vector<Rocket> &Player::getRockets() {
|
||||
return rockets;
|
||||
}
|
||||
|
||||
void Player::setBulletSpeed(float speed) {
|
||||
this->bulletSpeed = speed;
|
||||
}
|
||||
|
||||
|
||||
Player* Player::player_ = nullptr;
|
||||
|
||||
21
sources/PowerUp.cpp
Normal 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
|
||||
}
|
||||
}
|
||||