Compare commits
28 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| bafab8d75a | |||
| 92d5f66a91 | |||
| 622e814d1c | |||
| 0834460e82 | |||
| ff562d4d92 | |||
| c332b7e729 | |||
| 44f56e2035 | |||
| 898671a72a | |||
| 0ea80559e5 | |||
| 6a833f5698 | |||
| 2539892b71 | |||
| 17a1d3689b | |||
| 8b8bfc9aed | |||
| b833a21dbb | |||
| 2e02b17cc7 | |||
| f2426f5930 | |||
| 7d2b8bd9a2 | |||
| baced5f971 | |||
| 629b1279a9 | |||
| 7a808d46a6 | |||
| 67f396ae84 | |||
| 62808a9fbf | |||
| 5ad7cc9d1e | |||
| 4d2283d15e | |||
| 236ddd828d | |||
| b1b5858fb6 | |||
| 3d83a3a767 | |||
| 3e2d37cf72 |
@@ -42,6 +42,12 @@ add_executable(LotoStatek main.cpp
|
|||||||
sources/Beam.cpp
|
sources/Beam.cpp
|
||||||
headers/Heart.hpp
|
headers/Heart.hpp
|
||||||
sources/Heart.cpp
|
sources/Heart.cpp
|
||||||
|
headers/PowerUp.h
|
||||||
|
sources/PowerUp.cpp
|
||||||
|
headers/Debuff.h
|
||||||
|
sources/Debuff.cpp
|
||||||
|
sources/Boss.cpp
|
||||||
|
headers/Boss.h
|
||||||
)
|
)
|
||||||
|
|
||||||
if(WIN32)
|
if(WIN32)
|
||||||
|
|||||||
12
README.md
@@ -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.
|
||||||
BIN
assets/img/boss/Boss.png
Normal file
|
After Width: | Height: | Size: 58 KiB |
BIN
assets/img/debuffs/BulletSpeedDBF.png
Normal file
|
After Width: | Height: | Size: 1.4 KiB |
BIN
assets/img/debuffs/firerateDBF.png
Normal file
|
After Width: | Height: | Size: 2.8 KiB |
BIN
assets/img/debuffs/movingSpeedDBF.png
Normal file
|
After Width: | Height: | Size: 6.4 KiB |
BIN
assets/img/powerups/TripleShotPU.png
Normal file
|
After Width: | Height: | Size: 9.3 KiB |
BIN
assets/img/powerups/fireratePU.png
Normal file
|
After Width: | Height: | Size: 2.3 KiB |
BIN
assets/img/powerups/movingSpeedPU.png
Normal file
|
After Width: | Height: | Size: 7.0 KiB |
BIN
assets/img/wiazka/laser.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 39 KiB |
72
headers/Boss.h
Normal file
@@ -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
|
||||||
@@ -5,7 +5,10 @@
|
|||||||
|
|
||||||
class Bullet : public Projectile {
|
class Bullet : public Projectile {
|
||||||
public:
|
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;
|
void update() override;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
24
headers/Debuff.h
Normal 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
|
||||||
@@ -6,7 +6,7 @@
|
|||||||
|
|
||||||
class Heart : public ObjectItem {
|
class Heart : public ObjectItem {
|
||||||
public:
|
public:
|
||||||
Heart(float x, float y, sf::Texture &texture);
|
Heart(float x, float y, sf::Texture &texture_);
|
||||||
void update() override;
|
void update() override;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -7,6 +7,7 @@
|
|||||||
|
|
||||||
class ObjectItem {
|
class ObjectItem {
|
||||||
public:
|
public:
|
||||||
|
virtual ~ObjectItem() = default;
|
||||||
ObjectItem(float x, float y, sf::Texture &texture);
|
ObjectItem(float x, float y, sf::Texture &texture);
|
||||||
sf::Sprite &getSprite();
|
sf::Sprite &getSprite();
|
||||||
bool getStatus();
|
bool getStatus();
|
||||||
|
|||||||
@@ -15,7 +15,10 @@
|
|||||||
#include "AudioManager.h"
|
#include "AudioManager.h"
|
||||||
#include "Plansza.h"
|
#include "Plansza.h"
|
||||||
#include "Heart.hpp"
|
#include "Heart.hpp"
|
||||||
|
#include "PowerUp.h"
|
||||||
|
#include "Debuff.h"
|
||||||
#include "Size.h"
|
#include "Size.h"
|
||||||
|
#include "Boss.h"
|
||||||
|
|
||||||
enum ships{
|
enum ships{
|
||||||
nova,
|
nova,
|
||||||
@@ -31,32 +34,61 @@ public:
|
|||||||
std::vector<Meteor> &getMeteors();
|
std::vector<Meteor> &getMeteors();
|
||||||
void spawn_meteor();
|
void spawn_meteor();
|
||||||
void spawn_hearts();
|
void spawn_hearts();
|
||||||
|
void spawn_power_up();
|
||||||
|
void spawn_debuff();
|
||||||
void update_meteors();
|
void update_meteors();
|
||||||
void update_hearts();
|
void update_hearts();
|
||||||
|
void update_power_ups();
|
||||||
|
void update_debuffs();
|
||||||
|
|
||||||
|
|
||||||
void update();
|
void update();
|
||||||
void update_score();
|
void update_score();
|
||||||
|
|
||||||
|
void check_PowerUp_collisions();
|
||||||
|
void check_Heart_collisions();
|
||||||
|
void check_Meteor_collisions();
|
||||||
|
void check_Debuff_collisions();
|
||||||
|
|
||||||
|
void handleUltimate();
|
||||||
|
|
||||||
void spawn_player();
|
void spawn_player();
|
||||||
void spawn_enemy();
|
void spawn_enemy();
|
||||||
void spawn_advanced_enemy();
|
void spawn_advanced_enemy();
|
||||||
void spawn_wiazkowiec();
|
void spawn_wiazkowiec();
|
||||||
|
void spawn_boss();
|
||||||
void spawn_bomber();
|
void spawn_bomber();
|
||||||
void spawn_kamikadze();
|
void spawn_kamikadze();
|
||||||
~Plansza() {
|
~Plansza() {
|
||||||
delete ship; // usuwanie wskaźnika ship
|
delete ship;
|
||||||
|
delete boss;
|
||||||
}
|
}
|
||||||
|
|
||||||
static ships selectedShip;
|
static ships selectedShip;
|
||||||
static unsigned int score;
|
static unsigned int score;
|
||||||
|
static unsigned int ultimateCounter;
|
||||||
|
sf::Font font;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Background background;
|
Background background;
|
||||||
AudioManager audioManager;
|
AudioManager audioManager;
|
||||||
Player *ship;
|
Player *ship;
|
||||||
Size size;
|
Size size;
|
||||||
sf::RenderWindow *window;
|
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 meteorSpawnClock;
|
||||||
sf::Clock heartSpawnClock;
|
sf::Clock heartSpawnClock;
|
||||||
sf::Clock spawnClock;
|
sf::Clock powerUpSpawnClock;
|
||||||
|
sf::Clock debuffSpawnClock;
|
||||||
|
sf::Clock ultimateClock;
|
||||||
sf::Clock scoreClock;
|
sf::Clock scoreClock;
|
||||||
sf::Clock shooterSpawnClock;
|
sf::Clock shooterSpawnClock;
|
||||||
sf::Clock enemySpawnClock;
|
sf::Clock enemySpawnClock;
|
||||||
@@ -64,6 +96,8 @@ private:
|
|||||||
sf::Clock BomberSpawnClock;
|
sf::Clock BomberSpawnClock;
|
||||||
sf::Clock KamikadzeSpawnClock;
|
sf::Clock KamikadzeSpawnClock;
|
||||||
sf::Clock WiazkowiecSpawnClock;
|
sf::Clock WiazkowiecSpawnClock;
|
||||||
|
|
||||||
|
//Textury
|
||||||
sf::Texture playerTexture;
|
sf::Texture playerTexture;
|
||||||
sf::Texture playerBulletTexture;
|
sf::Texture playerBulletTexture;
|
||||||
sf::Texture playerRocketTexture;
|
sf::Texture playerRocketTexture;
|
||||||
@@ -72,6 +106,7 @@ private:
|
|||||||
sf::Texture advancedEnemyTexture;
|
sf::Texture advancedEnemyTexture;
|
||||||
sf::Texture BomberEnemyTexture;
|
sf::Texture BomberEnemyTexture;
|
||||||
sf::Texture BombaTexture;
|
sf::Texture BombaTexture;
|
||||||
|
sf::Texture BossTexture;
|
||||||
sf::Texture KamikadzeTexture;
|
sf::Texture KamikadzeTexture;
|
||||||
sf::Texture WiazkowiecTexture;
|
sf::Texture WiazkowiecTexture;
|
||||||
sf::Texture WiazkaTexture;
|
sf::Texture WiazkaTexture;
|
||||||
@@ -79,6 +114,14 @@ private:
|
|||||||
sf::Texture meteorTexture2;
|
sf::Texture meteorTexture2;
|
||||||
sf::Texture heartTexture;
|
sf::Texture heartTexture;
|
||||||
sf::Texture heartTextureGray;
|
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<Enemy> enemies;
|
||||||
std::vector<AdvancedEnemy> AEnemies;
|
std::vector<AdvancedEnemy> AEnemies;
|
||||||
std::vector<Bomber> BEnemies;
|
std::vector<Bomber> BEnemies;
|
||||||
@@ -87,7 +130,27 @@ private:
|
|||||||
std::vector<Meteor> meteors;
|
std::vector<Meteor> meteors;
|
||||||
std::vector<Heart> hearts;
|
std::vector<Heart> hearts;
|
||||||
std::vector<sf::Sprite> heartStats;
|
std::vector<sf::Sprite> heartStats;
|
||||||
|
std::vector<PowerUp> powerUps;
|
||||||
|
std::vector<Debuff> debuffs;
|
||||||
|
|
||||||
|
// Zmienne prymitywne
|
||||||
|
Boss* boss = nullptr; // Wskaźnik na bossa
|
||||||
|
sf::Clock bossSpawnClock; // Zegar do spawnowania bossa
|
||||||
|
unsigned int nextBossScoreThreshold = 1000; // Próg punktowy dla spawnu bossa
|
||||||
|
bool bossSpawned = false; // Flaga informująca, czy boss został już zespawnowany
|
||||||
bool gameOver = false;
|
bool gameOver = false;
|
||||||
|
|
||||||
|
// Używane do powerup i debuff flagi
|
||||||
|
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
|
#endif //PLANSZA_H
|
||||||
|
|||||||
@@ -22,6 +22,7 @@ public:
|
|||||||
|
|
||||||
void shoot() override;
|
void shoot() override;
|
||||||
void alternate_shoot();
|
void alternate_shoot();
|
||||||
|
void ultimate_shoot();
|
||||||
void setFirerate(unsigned int firerate);
|
void setFirerate(unsigned int firerate);
|
||||||
void move(float deltaX, float deltaY) override;
|
void move(float deltaX, float deltaY) override;
|
||||||
void moveLeft() override;
|
void moveLeft() override;
|
||||||
@@ -29,12 +30,18 @@ public:
|
|||||||
void moveUp() override;
|
void moveUp() override;
|
||||||
void moveDown() override;
|
void moveDown() override;
|
||||||
void takeDamage();
|
void takeDamage();
|
||||||
|
void setTripleShot(bool toogle);
|
||||||
|
|
||||||
|
void setBulletSpeed(float speed);
|
||||||
|
bool getUltimateStatus();
|
||||||
void update();
|
void update();
|
||||||
|
|
||||||
std::vector<Rocket>& getRockets();
|
std::vector<Rocket>& getRockets();
|
||||||
|
|
||||||
void loadTexture();
|
void loadTexture();
|
||||||
|
|
||||||
|
void setUltimateStatus(bool status);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
|
std::chrono::steady_clock::time_point lastShotTime = std::chrono::steady_clock::now();
|
||||||
std::vector<Rocket> rockets;
|
std::vector<Rocket> rockets;
|
||||||
@@ -43,7 +50,10 @@ private:
|
|||||||
sf::Color originalColor;
|
sf::Color originalColor;
|
||||||
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
|
sf::Clock immortalityClock; // Zegar kontrolujący czas nieśmiertelności
|
||||||
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
|
float immortalityDuration = 1.5f; // Czas trwania nieśmiertelności w sec
|
||||||
|
float bulletSpeed = 10.0f; // prędkość pocisku
|
||||||
bool isImmortal = false; // flaga na immortal
|
bool isImmortal = false; // flaga na immortal
|
||||||
|
bool tripleShot = false; // flaga na potrójny strzał
|
||||||
|
bool ultimateShootActive = false;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
25
headers/PowerUp.h
Normal 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
|
||||||
24
main.cpp
@@ -19,6 +19,7 @@ int main() {
|
|||||||
icon.loadFromFile("../assets/img/icon/ikonka.png");
|
icon.loadFromFile("../assets/img/icon/ikonka.png");
|
||||||
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
|
mainWindow.setIcon(128, 128, icon.getPixelsPtr());
|
||||||
|
|
||||||
|
bool isPaused = false;
|
||||||
|
|
||||||
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
|
Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x, &mainWindow, selectedShip);
|
||||||
|
|
||||||
@@ -32,11 +33,29 @@ int main() {
|
|||||||
mainWindow.close();
|
mainWindow.close();
|
||||||
}
|
}
|
||||||
|
|
||||||
plansza.update();
|
|
||||||
|
|
||||||
|
// 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();
|
mainWindow.display();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!isPaused) { // jesli nie spauzowane to graj
|
||||||
|
plansza.update();
|
||||||
|
mainWindow.display();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -121,6 +140,9 @@ void menu() {
|
|||||||
menuWindow.close();
|
menuWindow.close();
|
||||||
exit(-2);
|
exit(-2);
|
||||||
}
|
}
|
||||||
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) {
|
||||||
|
menuWindow.close();
|
||||||
|
}
|
||||||
|
|
||||||
if (event.type == sf::Event::MouseButtonPressed) {
|
if (event.type == sf::Event::MouseButtonPressed) {
|
||||||
if (event.mouseButton.button == sf::Mouse::Left) {
|
if (event.mouseButton.button == sf::Mouse::Left) {
|
||||||
|
|||||||
@@ -86,5 +86,6 @@ void AdvancedEnemy::takeDamage() {
|
|||||||
if (--hp <= 0) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 10;
|
Plansza::score += 10;
|
||||||
|
Plansza::ultimateCounter += 10;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -122,5 +122,6 @@ void Bomber::takeDamage() {
|
|||||||
if (--hp <= 0) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 15;
|
Plansza::score += 15;
|
||||||
|
Plansza::ultimateCounter += 15;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
188
sources/Boss.cpp
Normal file
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -1,5 +1,11 @@
|
|||||||
#include "../headers/Bullet.h"
|
#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() {
|
void Bullet::update() {
|
||||||
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
|
//std::cout << "Start update: speed = " << speed << ", position.y = " << position.y << std::endl;
|
||||||
sprite.move(0.0f, speed);
|
sprite.move(0.0f, speed);
|
||||||
|
|||||||
21
sources/Debuff.cpp
Normal 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
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -76,5 +76,6 @@ void Enemy::takeDamage() {
|
|||||||
if (--hp <= 0) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 5;
|
Plansza::score += 5;
|
||||||
|
Plansza::ultimateCounter += 5;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,13 +1,11 @@
|
|||||||
#include "../headers/Heart.hpp"
|
#include "../headers/Heart.hpp"
|
||||||
|
|
||||||
Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
|
Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
|
||||||
outOfBounds = false;
|
texture_ = texture;
|
||||||
texture = texture;
|
sprite.setTexture(texture_);
|
||||||
sprite.setTexture(texture);
|
|
||||||
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||||
sprite.setPosition(x, y);
|
sprite.setPosition(x, y);
|
||||||
movingSpeed = 3.0f;
|
movingSpeed = 3.0f;
|
||||||
// sprite.scale(0.05f, 0.05f);
|
|
||||||
position.x = x;
|
position.x = x;
|
||||||
position.y = y;
|
position.y = y;
|
||||||
rotationSpeed = 0;
|
rotationSpeed = 0;
|
||||||
@@ -16,7 +14,6 @@ Heart::Heart(float x, float y, sf::Texture &texture) : ObjectItem(x,y,texture) {
|
|||||||
void Heart::update() {
|
void Heart::update() {
|
||||||
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
|
sprite.move(0.0f, movingSpeed); // przesunięcie sprajta
|
||||||
position.y += int(movingSpeed); // przesunięcie pozycji
|
position.y += int(movingSpeed); // przesunięcie pozycji
|
||||||
// sprite.rotate(rotationSpeed); // obracanie tym meteorkiem pięknym
|
|
||||||
if(position.y > 900) {
|
if(position.y > 900) {
|
||||||
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
|
outOfBounds = true; // jeżeli wyszedł poza granice ekranu ustaw tą zmienną
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -131,5 +131,6 @@ void Kamikadze::takeDamage() {
|
|||||||
if (--hp <= 0) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 20;
|
Plansza::score += 20;
|
||||||
|
Plansza::ultimateCounter += 20;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,6 @@
|
|||||||
#include "../headers/Meteor.h"
|
#include "../headers/Meteor.h"
|
||||||
|
|
||||||
Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
|
Meteor::Meteor(float x, float y, sf::Texture &texture) : ObjectItem(x, y, texture) {
|
||||||
outOfBounds = false;
|
|
||||||
texture_ = texture;
|
texture_ = texture;
|
||||||
sprite.setTexture(texture);
|
sprite.setTexture(texture);
|
||||||
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2); // wycentrowanie sprite
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#include "../headers/ObjectItem.hpp"
|
#include "../headers/ObjectItem.hpp"
|
||||||
|
|
||||||
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
|
ObjectItem::ObjectItem(float x, float y, sf::Texture &texture) {
|
||||||
|
outOfBounds = false;
|
||||||
Position position_ = {0,0};
|
Position position_ = {0,0};
|
||||||
position_.x = static_cast<int>(x);
|
position_.x = static_cast<int>(x);
|
||||||
position_.y = static_cast<int>(y);
|
position_.y = static_cast<int>(y);
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include "../headers/Plansza.h"
|
#include "../headers/Plansza.h"
|
||||||
#include "../headers/RandomNumberGenerator.h"
|
#include "../headers/RandomNumberGenerator.h"
|
||||||
|
#include <SFML/Graphics.hpp>
|
||||||
|
|
||||||
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
|
Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
|
||||||
: background("../assets/img/background/background.png", 2.0f) {
|
: background("../assets/img/background/background.png", 2.0f) {
|
||||||
@@ -21,8 +22,17 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
|||||||
} else {
|
} else {
|
||||||
playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
|
playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
|
||||||
}
|
}
|
||||||
|
// Ładowanie tekstur itemów
|
||||||
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
|
meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
|
||||||
meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.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
|
// Ładowanie tekstur wrogów
|
||||||
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
|
enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
|
||||||
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
|
advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
|
||||||
@@ -30,6 +40,8 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
|||||||
KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
|
KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
|
||||||
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
|
BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
|
||||||
WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.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) {
|
} catch (std::exception &e) {
|
||||||
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
std::cerr << "Failed to load textures: " << e.what() << std::endl;
|
||||||
exit(-500);
|
exit(-500);
|
||||||
@@ -50,12 +62,6 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
|||||||
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
|
audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
|
||||||
audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
|
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);
|
heartStats.emplace_back(heartTexture);
|
||||||
heartStats.emplace_back(heartTexture);
|
heartStats.emplace_back(heartTexture);
|
||||||
@@ -64,14 +70,17 @@ Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::Render
|
|||||||
heartStats[2].setPosition(495, 10);
|
heartStats[2].setPosition(495, 10);
|
||||||
|
|
||||||
meteorSpawnClock.restart();
|
meteorSpawnClock.restart();
|
||||||
|
powerUpSpawnClock.restart();
|
||||||
|
debuffSpawnClock.restart();
|
||||||
spawn_player();
|
spawn_player();
|
||||||
|
|
||||||
spawnClock.restart();
|
// spawnClock.restart();
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: Refactor tej metody bo rozrosła się za bardzo już
|
// TODO: Refactor tej metody bo rozrosła się za bardzo już
|
||||||
void Plansza::update() {
|
void Plansza::update() {
|
||||||
// tło
|
srand(time(0)); // generacja innego ziarna na podstawie zegara systemowego
|
||||||
|
// tło
|
||||||
background.update();
|
background.update();
|
||||||
background.draw(*window);
|
background.draw(*window);
|
||||||
|
|
||||||
@@ -97,27 +106,34 @@ void Plansza::update() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && !ship->getUltimateStatus() && ultimateCounter >= 200) {
|
||||||
|
ultimateClock.restart();
|
||||||
|
ship->ultimate_shoot();
|
||||||
|
}
|
||||||
|
|
||||||
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
|
// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
|
||||||
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
|
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
|
||||||
ship->shoot();
|
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)) {
|
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
|
||||||
ship->alternate_shoot();
|
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
|
ship->update(); // migotanie statku
|
||||||
update_score(); // naliczanie punktów
|
update_score(); // naliczanie punktów
|
||||||
// Sprawnowanie wszystkich rodzajów wrogów
|
// Sprawnowanie wszystkich rodzajów wrogów
|
||||||
// spawn_meteor();
|
spawn_meteor();
|
||||||
// spawn_hearts();
|
spawn_hearts();
|
||||||
// spawn_enemy();
|
spawn_power_up();
|
||||||
// spawn_advanced_enemy();
|
spawn_debuff();
|
||||||
|
spawn_enemy();
|
||||||
|
spawn_advanced_enemy();
|
||||||
spawn_wiazkowiec();
|
spawn_wiazkowiec();
|
||||||
// spawn_bomber();
|
spawn_bomber();
|
||||||
// spawn_kamikadze();
|
spawn_kamikadze();
|
||||||
|
// spawn_boss();
|
||||||
|
|
||||||
// utrzymanie meteorów i pocisków w ruchu
|
// utrzymanie meteorów i pocisków w ruchu
|
||||||
for (auto &meteor: meteors) {
|
for (auto &meteor: meteors) {
|
||||||
@@ -130,6 +146,16 @@ void Plansza::update() {
|
|||||||
window->draw(heart.getSprite());
|
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()) {
|
for (auto &bullet: ship->getBullets()) {
|
||||||
bullet.update();
|
bullet.update();
|
||||||
window->draw(bullet.getSprite());
|
window->draw(bullet.getSprite());
|
||||||
@@ -143,59 +169,45 @@ void Plansza::update() {
|
|||||||
// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
|
// Sprawdzenie, czy meteory i pociski są poza granicami ekranu
|
||||||
update_meteors();
|
update_meteors();
|
||||||
update_hearts();
|
update_hearts();
|
||||||
|
update_power_ups();
|
||||||
|
update_debuffs();
|
||||||
ship->updateBullets();
|
ship->updateBullets();
|
||||||
|
|
||||||
window->draw(ship->getSprite());
|
window->draw(ship->getSprite());
|
||||||
|
|
||||||
for (auto &meteor: meteors) {
|
check_Meteor_collisions();
|
||||||
if (ship->getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
|
check_Heart_collisions();
|
||||||
ship->takeDamage();
|
check_PowerUp_collisions();
|
||||||
}
|
check_Debuff_collisions();
|
||||||
}
|
|
||||||
|
|
||||||
for (auto heartIt = hearts.begin(); heartIt != hearts.end();) {
|
// TODO: Dodać flagę aby warunek był sprawdzany nie tylko pod kątem Timeru ale również pod kątem ustawionej flagi
|
||||||
if (ship->getSprite().getGlobalBounds().intersects(heartIt->getSprite().getGlobalBounds())) {
|
if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.movingSpeed) {
|
||||||
ship->healUP();
|
powerUpCollected.movingSpeed = false;
|
||||||
heartIt = hearts.erase(heartIt);
|
ship->setMovingSpeed(8.0f);
|
||||||
} 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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
handleUltimate();
|
||||||
|
|
||||||
if (gameOver) {
|
if (gameOver) {
|
||||||
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
|
||||||
@@ -260,6 +272,40 @@ 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
|
// Ruch i render przeciwnika
|
||||||
for (auto it = enemies.begin(); it != enemies.end();) {
|
for (auto it = enemies.begin(); it != enemies.end();) {
|
||||||
it->update(); // Aktualizacja kierunku i ruchu
|
it->update(); // Aktualizacja kierunku i ruchu
|
||||||
@@ -358,6 +404,107 @@ 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) {
|
for (auto &enemy: enemies) {
|
||||||
enemy.shoot();
|
enemy.shoot();
|
||||||
@@ -697,7 +844,6 @@ void Plansza::update() {
|
|||||||
}
|
}
|
||||||
// Meteor-related niżej
|
// Meteor-related niżej
|
||||||
|
|
||||||
|
|
||||||
void Plansza::update_meteors() {
|
void Plansza::update_meteors() {
|
||||||
// usuwanie meteorów, które wyleciały poza ekran
|
// usuwanie meteorów, które wyleciały poza ekran
|
||||||
for (auto &meteor: meteors) {
|
for (auto &meteor: meteors) {
|
||||||
@@ -707,9 +853,34 @@ 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() {
|
void Plansza::spawn_meteor() {
|
||||||
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
||||||
if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
|
||||||
if (rand() % 2 == 1) {
|
if (rand() % 2 == 1) {
|
||||||
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
|
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
|
||||||
} else {
|
} else {
|
||||||
@@ -721,14 +892,55 @@ void Plansza::spawn_meteor() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_hearts() {
|
void Plansza::spawn_hearts() {
|
||||||
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 26 + 5) { // randomowy spawn meteorytów od 5 do 30 sekundy
|
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 26 + 5) { // randomowy spawn serduszek od 5 do 30 sekundy
|
||||||
if (hearts.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
|
if (hearts.size() < 5) { // jeśli jest mniej niż 5 serduszek na planszy
|
||||||
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
|
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
|
||||||
}
|
}
|
||||||
heartSpawnClock.restart();
|
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() {
|
void Plansza::spawn_player() {
|
||||||
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
||||||
ship->loadTexture();
|
ship->loadTexture();
|
||||||
@@ -747,7 +959,7 @@ void Plansza::spawn_enemy() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_advanced_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);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
|
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
|
||||||
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
|
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
|
||||||
@@ -756,7 +968,7 @@ void Plansza::spawn_advanced_enemy() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_bomber() {
|
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);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
|
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
|
||||||
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
|
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
|
||||||
@@ -776,7 +988,7 @@ void Plansza::spawn_kamikadze() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Plansza::spawn_wiazkowiec() {
|
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) {
|
if (WEnemies.size() < 1) {
|
||||||
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
||||||
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
||||||
@@ -788,16 +1000,17 @@ void Plansza::spawn_wiazkowiec() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Plansza::spawn_boss() {
|
||||||
void Plansza::update_hearts() {
|
if (!bossSpawned && score >= nextBossScoreThreshold) { // Spawn po 60 sekundach
|
||||||
// usuwanie serduszek, które wyleciały poza ekran
|
boss = new Boss(size.width / 2, -100, BossTexture, enemyBulletTexture, BombaTexture, window);
|
||||||
for (auto& heart : hearts) {
|
boss->setPlanszaHeight(size.width, size.height);
|
||||||
if(heart.getStatus()) {
|
bossSpawned = true;
|
||||||
hearts.erase(hearts.begin());
|
nextBossScoreThreshold += 1000;
|
||||||
}
|
std::cout << "Boss spawned at score: " << score << std::endl;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Size Plansza::getSize() {
|
Size Plansza::getSize() {
|
||||||
return size;
|
return size;
|
||||||
}
|
}
|
||||||
@@ -806,10 +1019,13 @@ std::vector<Meteor> &Plansza::getMeteors() {
|
|||||||
return meteors;
|
return meteors;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: naliczanie punktów za zabicie wrogów
|
|
||||||
void Plansza::update_score() {
|
void Plansza::update_score() {
|
||||||
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
|
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
|
||||||
score++;
|
score++;
|
||||||
|
ultimateCounter++;
|
||||||
|
if (ultimateCounter >= 200) {
|
||||||
|
ultimateCounter = 200;
|
||||||
|
}
|
||||||
scoreClock.restart();
|
scoreClock.restart();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -819,5 +1035,101 @@ void Plansza::update_score() {
|
|||||||
window->draw(text);
|
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;
|
ships Plansza::selectedShip = none;
|
||||||
unsigned int Plansza::score = 0;
|
unsigned int Plansza::score = 0;
|
||||||
|
unsigned int Plansza::ultimateCounter = 0;
|
||||||
|
|
||||||
|
void Plansza::handleUltimate() {
|
||||||
|
if (ship->getUltimateStatus() && ultimateCounter >= 200) {
|
||||||
|
float elapsedTime = ultimateClock.getElapsedTime().asSeconds();
|
||||||
|
if (ship->getUltimateStatus() && ultimateClock.getElapsedTime().asSeconds() >= 1) {
|
||||||
|
ultimateCounter = 0;
|
||||||
|
}
|
||||||
|
if (elapsedTime < 1) {
|
||||||
|
sf::RectangleShape ultimateShape(sf::Vector2f(600, 800));
|
||||||
|
int alpha = static_cast<int>(255 * (1 - elapsedTime));
|
||||||
|
ultimateShape.setFillColor(sf::Color(255, 255, 255, alpha));
|
||||||
|
|
||||||
|
meteors.clear();
|
||||||
|
debuffs.clear();
|
||||||
|
enemies.clear();
|
||||||
|
AEnemies.clear();
|
||||||
|
BEnemies.clear();
|
||||||
|
KEnemies.clear();
|
||||||
|
WEnemies.clear();
|
||||||
|
|
||||||
|
window->draw(ultimateShape);
|
||||||
|
} else {
|
||||||
|
ship->setUltimateStatus(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,11 +1,11 @@
|
|||||||
#include "../headers/Player.h"
|
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <SFML/Graphics/Font.hpp>
|
#include <SFML/Graphics/Font.hpp>
|
||||||
#include <SFML/Graphics/Text.hpp>
|
|
||||||
|
|
||||||
|
#include "../headers/Player.h"
|
||||||
#include "../headers/Plansza.h"
|
#include "../headers/Plansza.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
Player::Player(int x, int y, const sf::Texture& texture) : Actor(x, y, texture) {
|
||||||
hp = 3;
|
hp = 3;
|
||||||
if(Plansza::selectedShip != none) {
|
if(Plansza::selectedShip != none) {
|
||||||
@@ -36,9 +36,17 @@ void Player::loadTexture() {
|
|||||||
void Player::shoot() {
|
void Player::shoot() {
|
||||||
auto now = std::chrono::steady_clock::now();
|
auto now = std::chrono::steady_clock::now();
|
||||||
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
|
||||||
bullets.emplace_back(position.x, position.y, bulletTexture);
|
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;
|
lastShotTime = now;
|
||||||
}
|
}
|
||||||
|
if (tripleShot == false) {
|
||||||
|
bullets.emplace_back(position.x, position.y, bulletTexture, bulletSpeed);
|
||||||
|
lastShotTime = now;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -50,6 +58,10 @@ void Player::alternate_shoot() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::ultimate_shoot() {
|
||||||
|
ultimateShootActive = true;
|
||||||
|
}
|
||||||
|
|
||||||
void Player::update() {
|
void Player::update() {
|
||||||
// Wyłącz nieśmiertelność po określonym czasie
|
// Wyłącz nieśmiertelność po określonym czasie
|
||||||
if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
|
if (isImmortal && immortalityClock.getElapsedTime().asSeconds() >= immortalityDuration) {
|
||||||
@@ -79,6 +91,10 @@ void Player::takeDamage() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::setTripleShot(bool toogle) {
|
||||||
|
tripleShot = toogle;
|
||||||
|
}
|
||||||
|
|
||||||
void Player::setFirerate(unsigned int firerate) {
|
void Player::setFirerate(unsigned int firerate) {
|
||||||
this->firerate = firerate;
|
this->firerate = firerate;
|
||||||
}
|
}
|
||||||
@@ -111,4 +127,17 @@ std::vector<Rocket> &Player::getRockets() {
|
|||||||
return rockets;
|
return rockets;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::setBulletSpeed(float speed) {
|
||||||
|
this->bulletSpeed = speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Player* Player::player_ = nullptr;
|
Player* Player::player_ = nullptr;
|
||||||
|
|
||||||
|
bool Player::getUltimateStatus() {
|
||||||
|
return ultimateShootActive;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::setUltimateStatus(bool status) {
|
||||||
|
ultimateShootActive = status;
|
||||||
|
}
|
||||||
|
|||||||
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
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -200,6 +200,7 @@ void Wiazkowiec::takeDamage() {
|
|||||||
if (--hp <= 0) {
|
if (--hp <= 0) {
|
||||||
alive = false;
|
alive = false;
|
||||||
Plansza::score += 10;
|
Plansza::score += 10;
|
||||||
|
Plansza::ultimateCounter += 10;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||