330 lines
11 KiB
C++
330 lines
11 KiB
C++
#include <random>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/ObjectItem.hpp"
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow)
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: background("../assets/img/background/background.png", 2.0f),
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ship(static_cast<int>(mainWindow->getSize().x) / 2, static_cast<int>(mainWindow->getSize().y) - 100, "../assets/ship/Dreadnought-Base.png")
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{
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window = mainWindow;
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size.height = static_cast<int>(windowHeight);
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size.width = static_cast<int>(windowWidth);
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ship.setMovingSpeed(8);
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ship.setFirerate(200);
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audioManager.loadBackgroundMusic("../assets/music/background.ogg");
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audioManager.playBackgroundMusic();
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audioManager.loadSoundEffect("shoot", "../assets/sounds/shoot.ogg");
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audioManager.loadSoundEffect("shoot_alt", "../assets/sounds/shoot_alt.ogg");
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audioManager.loadSoundEffect("fail", "../assets/sounds/fail.mp3");
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meteorTexture1.loadFromFile("../assets/img/meteors/meteor-1.png");
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meteorTexture2.loadFromFile("../assets/img/meteors/meteor-2.png");
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spawnClock.restart();
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}
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void Plansza::update() {
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// tło
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background.update();
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background.draw(*window);
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// poruszanie się statkiem
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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if(ship.getPosition().x > 50) {
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ship.moveLeft();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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if(ship.getPosition().y > 80) {
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ship.moveUp();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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if(ship.getPosition().y < 720) {
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ship.moveDown();
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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if(ship.getPosition().x < 550) {
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ship.moveRight();
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}
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}
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// TODO: Przenieść obiekt dźwięku wewnątrz klasy Bullet
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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ship.shoot();
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audioManager.playSoundEffect("shoot", 70.f); // Odtworzenie dźwięku wystrzału
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}
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if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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ship.alternate_shoot();
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audioManager.playSoundEffect("shoot_alt", 70.f); // Odtworzenie dźwięku dla alternatywnego strzału
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}
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// generowanie nowego meteoru
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spawn_meteor();
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spawn_enemy();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto& meteor : getMeteors()) {
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meteor.update();
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window->draw(meteor.getSprite());
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}
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for (auto& bullet : ship.getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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for (auto& rocket : ship.getRockets()) {
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rocket.update();
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window->draw(rocket.getSprite());
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}
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// Sprawdzenie czy meteory i pociski są poza granicami ekranu
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update_meteors();
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ship.updateBullets();
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window->draw(ship.getSprite());
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// trochę dziwny sposób ale jednak działa
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for (auto& meteor : getMeteors()) {
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if(ship.getSprite().getGlobalBounds().intersects(meteor.getSprite().getGlobalBounds())) {
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std::cout << "You lost the game!\n";
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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std::cerr << "Error loading font\n";
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exit(-500);
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}
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sf::Text text("Your ship is destroyed!", font, 24);
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text.setFillColor(sf::Color::Red);
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text.setPosition(50, 80);
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// zatrzymanie muzyki i odtworzenie dźwięku przegranej
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audioManager.playSoundEffect("fail", 70.f);
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audioManager.stopBackgroundMusic();
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sf::Event event{};
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while (errorWindow.isOpen()) {
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while (errorWindow.pollEvent(event)) {
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if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
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errorWindow.close();
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window->close();
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exit(-2);
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}
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}
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errorWindow.clear();
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errorWindow.draw(text);
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errorWindow.display();
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}
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}
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}
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if (!ship.isAlive()) {
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std::cout << "Game Over! Player is dead." << std::endl;
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std::cout << "You lost the game!\n";
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sf::RenderWindow errorWindow(sf::VideoMode(350, 200), "The end");
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sf::Font font;
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if (!font.loadFromFile("../assets/fonts/arial.ttf")) {
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std::cerr << "Error loading font\n";
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exit(-500);
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}
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sf::Text text("Your ship is destroyed!", font, 24);
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text.setFillColor(sf::Color::Red);
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text.setPosition(50, 80);
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// zatrzymanie muzyki i odtworzenie dźwięku przegranej
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audioManager.playSoundEffect("fail", 70.f);
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audioManager.stopBackgroundMusic();
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sf::Event event{};
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while (errorWindow.isOpen()) {
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while (errorWindow.pollEvent(event)) {
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if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) {
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errorWindow.close();
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window->close();
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exit(-2);
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}
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}
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errorWindow.clear();
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errorWindow.draw(text);
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errorWindow.display();
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}
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}
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getBullets().begin(); rocketIt != ship.getBullets().end(); ) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getBullets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = true;
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break;
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} else {
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++rocketIt;
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}
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}
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if (!meteorHit) {
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++meteorIt;
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}
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}
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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end(); ) {
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bool meteorHit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end(); ) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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ship.getRockets().erase(rocketIt);
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meteorIt = getMeteors().erase(meteorIt);
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meteorHit = true;
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break;
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} else {
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++rocketIt;
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}
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}
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if (!meteorHit) {
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++meteorIt;
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}
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}
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// Ruch i render przeciwnika
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for (auto it = enemies.begin(); it != enemies.end();) {
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it->update(); // Aktualizacja kierunku i ruchu
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it->shoot();
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window->draw(it->getSprite());
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// Usunięcie martwych przeciwników
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if (!it->isAlive()) {
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it = enemies.erase(it);
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} else {
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++it;
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}
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}
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for (auto& enemy : enemies) {
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for (auto it = enemy.getBullets().begin(); it != enemy.getBullets().end();) {
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if (ship.getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Kolizja wykryta
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std::cout << "Player hit by enemy bullet!\n";
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ship.takeDamage();
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// Usuwanie pocisku
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it = enemy.getBullets().erase(it);
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} else {
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++it; // Brak kolizji, przechodzimy do kolejnego pocisku
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}
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}
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}
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for (auto& enemy : enemies) {
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enemy.shoot();
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enemy.updateBullets();
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for (auto& bullet : enemy.getBullets()) {
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bullet.update();
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window->draw(bullet.getSprite());
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}
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}
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// Usuwanie pocisków, które są poza ekranem
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end(); ) {
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for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
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if (bulletIt->isOutOfBounds()) {
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bulletIt = enemyIt->getBullets().erase(bulletIt); // Usuwamy pocisk, który wyszedł poza ekran
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} else {
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++bulletIt;
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}
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}
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++enemyIt;
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}
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// Kolizje między pociskami gracza a przeciwnikami
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
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bool hit = false;
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for (auto bulletIt = ship.getBullets().begin(); bulletIt != ship.getBullets().end();) {
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if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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bulletIt = ship.getBullets().erase(bulletIt);
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enemyIt->takeDamage();
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hit = true;
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break;
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} else {
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++bulletIt;
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}
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}
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if (hit && !enemyIt->isAlive()) {
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enemyIt = enemies.erase(enemyIt);
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} else {
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++enemyIt;
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}
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}
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//oblsuga dla rakiety
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for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
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bool hit = false;
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for (auto rocketIt = ship.getRockets().begin(); rocketIt != ship.getRockets().end();) {
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if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
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rocketIt = ship.getRockets().erase(rocketIt);
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enemyIt->takeDamage();
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hit = true;
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break;
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} else {
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++rocketIt;
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}
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}
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if (hit && !enemyIt->isAlive()) {
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enemyIt = enemies.erase(enemyIt);
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} else {
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++enemyIt;
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}
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}
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}
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// Meteor-related niżej
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void Plansza::spawn_meteor() {
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if (spawnClock.getElapsedTime().asSeconds() > rand() % 10 + 1) { // randomowy spawn meteorytów od 10 do 1 sekundy
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if (meteors.size() < 5) { // jeśli jest mniej niż 5 meteorów na planszy
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if(rand() % 2 == 1) {
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meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, meteorTexture2);
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} else {
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meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50,499), -100, meteorTexture1);
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}
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}
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spawnClock.restart();
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}
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}
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void Plansza::update_meteors() {
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// usuwanie meteorów które wyleciały poza ekran
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for (auto& meteor : meteors) {
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if(meteor.getStatus()) {
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meteors.erase(meteors.begin());
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}
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}
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}
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void Plansza::spawn_enemy() {
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if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
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int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
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enemies.emplace_back(spawnX, -50, "../assets/img/enemy/enemy.png");
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enemySpawnClock.restart();
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}
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}
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Size Plansza::getSize() {
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return size;
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}
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std::vector<Meteor> &Plansza::getMeteors() {
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return meteors;
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}
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