#include #include #include "SFML/Graphics.hpp" #include "headers/Player.h" #include "headers/Meteor.h" int main() { std::clog << "Game started\n"; sf::RenderWindow window(sf::VideoMode(600, 800), "My window"); window.setVerticalSyncEnabled(true); window.setFramerateLimit(60); // Ustawienia randomizera std::random_device rd; std::mt19937 gen(rd()); std::uniform_int_distribution<> dis(0, 599); // Koniec ustawień randomizera sf::Texture meteorTexture; meteorTexture.loadFromFile("../assets/img/meteor.png"); sf::Texture backgroundTexture; backgroundTexture.loadFromFile("../assets/img/space.jpg"); // wczytywanie tła sf::Sprite backgroundSprite(backgroundTexture); // tworzenie tła Player ship(240,650, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku ship.setMovingSpeed(8); ship.setFirerate(200); std::vector meteors; std::srand(static_cast(std::time(nullptr))); while (window.isOpen()) { window.clear(); window.draw(backgroundSprite); // narysuj tło // Tu są handlowane eventy sf::Event event{}; while (window.pollEvent(event)) { if(event.type == sf::Event::Closed) window.close(); if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) { window.close(); } } if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { if(ship.getPosition().x > -10) { ship.moveLeft(); } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { if(ship.getPosition().y > 0) { ship.moveUp(); } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { if(ship.getPosition().y < 700) { ship.moveDown(); } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { if(ship.getPosition().x < 480) { 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(); // TODO: Meteory na jednym poziomie ze statkiem // TODO: Kolizje // Generate a new meteor at a random position at the top of the screen if (sf::Keyboard::isKeyPressed(sf::Keyboard::M)) { int randomX = dis(gen); meteors.emplace_back(randomX, -100, meteorTexture); } // Update and draw meteors for (auto& meteor : meteors) { meteor.update(); window.draw(meteor.getSprite()); } // Remove meteors that are out of bounds for (auto& meteor : meteors) { if(meteor.getStatus()) { meteors.erase(meteors.begin()); } } for (auto& bullet : ship.getBullets()) { bullet.update(); window.draw(bullet.getSprite()); } ship.updateBullets(); window.draw(ship.getSprite()); window.display(); } return 0; }