#include #include #include "SFML/Graphics.hpp" #include "headers/Player.h" #include "headers/Bullet.h" #include "headers/Background.h" #include "headers/AudioManager.h" int main() { std::clog << "Game started\n"; sf::RenderWindow window(sf::VideoMode(600, 800), "My window"); window.setVerticalSyncEnabled(true); window.setFramerateLimit(60); Background background("../assets/img/space.jpg", 2.0f); //tutaj predkosc tla, mozna zwiekszyc jak za wolno AudioManager audioManager; if (!audioManager.loadBackgroundMusic("../assets/music/background.ogg")) { return -1; } audioManager.playBackgroundMusic(); audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg"); audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg"); Player ship(240,650, "../assets/ship/Dreadnought-Base.png"); // tworzenie statku ship.setMovingSpeed(8); ship.setFirerate(200); while (window.isOpen()) { window.clear(); // 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::Space)) { ship.shoot(); audioManager.playSoundEffect("shoot"); } } if(event.type == sf::Event::MouseButtonPressed) { if(event.mouseButton.button == sf::Mouse::Left) { ship.shoot(); audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału } else { ship.alternate_shoot(); audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału } } if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { if(ship.getPosition().x > -10) { ship.moveLeft(); } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { if(ship.getPosition().x < 480) { ship.moveRight(); } } 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(); } } for (auto& bullet : ship.getBullets()) { bullet.update(); window.draw(bullet.getSprite()); } // tło background.update(); background.draw(window); for (auto& bullet : ship.getBullets()) { bullet.update(); window.draw(bullet.getSprite()); } ship.updateBullets(); window.draw(ship.getSprite()); window.display(); } return 0; }