12 Commits

Author SHA1 Message Date
c332b7e729 adjust timings 2025-01-15 23:13:56 +01:00
44f56e2035 Merge remote-tracking branch 'origin/debuff' 2025-01-15 23:12:58 +01:00
f2426f5930 dodano sprite 2025-01-14 14:05:38 +01:00
7a808d46a6 Debuffs fully implemented 2025-01-13 23:24:43 +01:00
67f396ae84 Zaimplementowano debuff.
Do dokończenia resetowanie debuff
2025-01-13 15:55:45 +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
25 changed files with 456 additions and 92 deletions

View File

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

View File

@@ -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.

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.0 KiB

BIN
assets/img/wiazka/laser.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

View File

@@ -5,7 +5,10 @@
class Bullet : public Projectile {
public:
Bullet(float x, float y, sf::Texture &texture) : Projectile(x,y, texture) {};
Bullet(float x, float y, sf::Texture &texture);
Bullet(float x, float y, sf::Texture &texture, float speed);
void update() override;
};

24
headers/Debuff.h Normal file
View File

@@ -0,0 +1,24 @@
#ifndef DEBUFF_H
#define DEBUFF_H
#include "ObjectItem.hpp"
class Debuff : public ObjectItem {
public:
enum Type {
movingSpeedDbf,
firerateDbf,
bulletSpeedDbf
};
Debuff(float x, float y, sf::Texture &texture, Type type);
void update() override;
Type getType() const {
return type_;
}
private:
Type type_;
};
#endif //DEBUFF_H

View File

@@ -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;
};

View File

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

View File

@@ -15,6 +15,8 @@
#include "AudioManager.h"
#include "Plansza.h"
#include "Heart.hpp"
#include "PowerUp.h"
#include "Debuff.h"
#include "Size.h"
enum ships{
@@ -31,10 +33,22 @@ public:
std::vector<Meteor> &getMeteors();
void spawn_meteor();
void spawn_hearts();
void spawn_power_up();
void spawn_debuff();
void update_meteors();
void update_hearts();
void update_power_ups();
void update_debuffs();
void update();
void update_score();
void check_PowerUp_collisions();
void check_Heart_collisions();
void check_Meteor_collisions();
void check_Debuff_collisions();
void spawn_player();
void spawn_enemy();
void spawn_advanced_enemy();
@@ -47,16 +61,28 @@ public:
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;
// Timers
sf::Clock movingSpeedPUTimer;
sf::Clock fireratePUTimer;
sf::Clock tripleShotPUTimer;
sf::Clock movingSpeedDebuffTimer;
sf::Clock firerateDebuffTimer;
sf::Clock bulletSpeedDebuffTimer;
// Zegary
sf::Clock meteorSpawnClock;
sf::Clock heartSpawnClock;
sf::Clock spawnClock;
sf::Clock powerUpSpawnClock;
sf::Clock debuffSpawnClock;
// sf::Clock spawnClock;
sf::Clock scoreClock;
sf::Clock shooterSpawnClock;
sf::Clock enemySpawnClock;
@@ -64,6 +90,8 @@ private:
sf::Clock BomberSpawnClock;
sf::Clock KamikadzeSpawnClock;
sf::Clock WiazkowiecSpawnClock;
//Textury
sf::Texture playerTexture;
sf::Texture playerBulletTexture;
sf::Texture playerRocketTexture;
@@ -79,6 +107,14 @@ private:
sf::Texture meteorTexture2;
sf::Texture heartTexture;
sf::Texture heartTextureGray;
sf::Texture movingSpeedPowerUpTexture;
sf::Texture fireratePowerUpTexture;
sf::Texture tripleShotPowerUpTexture;
sf::Texture movingSpeedDebuffTexture;
sf::Texture firerateDebuffTexture;
sf::Texture bulletSpeedDebuffTexture;
// Tablice
std::vector<Enemy> enemies;
std::vector<AdvancedEnemy> AEnemies;
std::vector<Bomber> BEnemies;
@@ -87,7 +123,21 @@ private:
std::vector<Meteor> meteors;
std::vector<Heart> hearts;
std::vector<sf::Sprite> heartStats;
std::vector<PowerUp> powerUps;
std::vector<Debuff> debuffs;
// Zmienne prymitywne
bool gameOver = false;
struct {
bool movingSpeed = false;
bool firerate = false;
bool tripleShot = false;
} powerUpCollected;
struct {
bool movingSpeed = false;
bool firerate = false;
bool bulletSpeed = false;
} debuffCollected;
};
#endif //PLANSZA_H

View File

@@ -29,6 +29,8 @@ public:
void moveUp() override;
void moveDown() override;
void takeDamage();
void setTripleShot(bool toogle);
void setBulletSpeed(float speed);
void update();
std::vector<Rocket>& getRockets();
@@ -43,7 +45,9 @@ private:
sf::Color originalColor;
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
float bulletSpeed = 10.0f; // prędkość pocisku
bool isImmortal = false; // flaga na immortal
bool tripleShot = false; // flaga na potrójny strzał
};

25
headers/PowerUp.h Normal file
View File

@@ -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

View File

@@ -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) {

View File

@@ -1,5 +1,11 @@
#include "../headers/Bullet.h"
Bullet::Bullet(float x, float y, sf::Texture &texture): Projectile(x,y, texture) {}
Bullet::Bullet(float x, float y, sf::Texture &texture, float speed): Projectile(x,y, texture) {
this->speed = -speed;
}
void Bullet::update() {
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
sprite.move(0.0f, speed);

21
sources/Debuff.cpp Normal file
View File

@@ -0,0 +1,21 @@
#include "../headers/Debuff.h"
Debuff::Debuff(float x, float y, sf::Texture &texture, 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 Debuff::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
}
}

View File

@@ -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
}

View File

@@ -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

View File

@@ -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);

View File

@@ -21,8 +21,17 @@ 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");
movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
// Ładowanie tekstur wrogów
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
@@ -50,12 +59,6 @@ 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);
@@ -64,14 +67,17 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
heartStats[2].setPosition(495, 10);
meteorSpawnClock.restart();
powerUpSpawnClock.restart();
debuffSpawnClock.restart();
spawn_player();
spawnClock.restart();
// spawnClock.restart();
}
// 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);
@@ -100,22 +106,23 @@ 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_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;

View File

@@ -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
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
}
}