#include #include "SFML/Graphics.hpp" #include "headers/Player.h" #include "headers/Meteor.h" #include "headers/Plansza.h" int main() { std::clog << "Game started\n"; sf::RenderWindow mainWindow(sf::VideoMode(600, 800), "My mainWindow"); mainWindow.setVerticalSyncEnabled(true); mainWindow.setFramerateLimit(60); Plansza plansza(mainWindow.getSize().y, mainWindow.getSize().x); sf::Texture backgroundTexture; backgroundTexture.loadFromFile("../assets/img/space.jpg"); // wczytywanie tła sf::Sprite backgroundSprite(backgroundTexture); // tworzenie tła // TODO: Przenieść tworzenie statku wewnątrz klasy Plansza Player ship(mainWindow.getSize().x / 2, mainWindow.getSize().y - 100, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku ship.setMovingSpeed(8); ship.setFirerate(200); while (mainWindow.isOpen()) { // std::cout << "Liczba: " << RandomNumberGenerator::getRandomNumber(0,499) << std::endl; mainWindow.clear(); mainWindow.draw(backgroundSprite); // narysuj tło // Tu są handlowane eventy sf::Event event{}; while (mainWindow.pollEvent(event)) { if(event.type == sf::Event::Closed) mainWindow.close(); if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) { mainWindow.close(); } } if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { if(ship.getPosition().x > 50) { ship.moveLeft(); } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { if(ship.getPosition().y > 80) { ship.moveUp(); } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { if(ship.getPosition().y < 720) { ship.moveDown(); } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { if(ship.getPosition().x < 550) { ship.moveRight(); } } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ship.shoot(); } if(sf::Mouse::isButtonPressed(sf::Mouse::Left)) ship.shoot(); if(sf::Mouse::isButtonPressed(sf::Mouse::Right)) ship.alternate_shoot(); // Generate a new meteor at a random position at the top of the screen plansza.spawn_meteor(); // Update and draw meteors for (auto& meteor : plansza.getMeteors()) { meteor.update(); mainWindow.draw(meteor.getSprite()); } for (auto& bullet : ship.getBullets()) { bullet.update(); mainWindow.draw(bullet.getSprite()); } plansza.update_meteors(); ship.updateBullets(); mainWindow.draw(ship.getSprite()); // trochę dziwny sposób ale jednak działa for (auto& meteor : plansza.getMeteors()) { if(ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) { std::cout << "You lost the game!\n"; sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end"); sf::Font font; if (!font.loadFromFile("../assets/fonts/arial.ttf")) { std::cerr << "Error loading font\n"; return -1; } sf::Text text("Your ship is destroyed!", font, 24); text.setFillColor(sf::Color::Red); text.setPosition(50, 80); while (errorWindow.isOpen()) { sf::Event event; while (errorWindow.pollEvent(event)) { if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) { errorWindow.close(); mainWindow.close(); exit(-2); } } errorWindow.clear(); errorWindow.draw(text); errorWindow.display(); } } } // TODO: Poprawić kolizję pocisku z meteorem, tak aby był kasowany tylko ten konkretny meteoryt for (auto meteorIt = plansza.getMeteors().begin(); meteorIt != plansza.getMeteors().end(); ) { bool meteorHit = false; for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end(); ) { if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) { bulletIt = ship.getBullets().erase(bulletIt); meteorIt = plansza.getMeteors().erase(meteorIt); meteorHit = true; break; // Exit the inner loop to avoid invalidating the iterator } else { ++bulletIt; } } if (!meteorHit) { ++meteorIt; } } mainWindow.display(); } return 0; }