982 lines
35 KiB
C++
982 lines
35 KiB
C++
#include <random>
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#include <iostream>
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#include "../headers/Plansza.h"
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#include "../headers/RandomNumberGenerator.h"
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Plansza::Plansza(unsigned int windowHeight, unsigned int windowWidth, sf::RenderWindow *mainWindow, ships selectedShip)
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: background("../assets/img/background/background.png", 2.0f) {
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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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Plansza::selectedShip = selectedShip;
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try {
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if(selectedShip == nova) {
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playerTexture.loadFromFile("../assets/ship/nova.png");
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} else if(selectedShip == pulsar) {
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playerTexture.loadFromFile("../assets/ship/pulsar.png");
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} else if(selectedShip == zenith) {
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playerTexture.loadFromFile("../assets/ship/zenith.png");
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} else {
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playerTexture.loadFromFile("../assets/ship/Dreadnought-Base.png");
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}
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// Ładowanie tekstur itemów
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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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heartTexture.loadFromFile("../assets/img/hearts/heart.png");
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heartTextureGray.loadFromFile("../assets/img/hearts/heart_gray.png");
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movingSpeedPowerUpTexture.loadFromFile("../assets/img/powerups/movingSpeedPU.png");
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fireratePowerUpTexture.loadFromFile("../assets/img/powerups/fireratePU.png");
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tripleShotPowerUpTexture.loadFromFile("../assets/img/powerups/TripleShotPU.png");
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movingSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/movingSpeedDBF.png");
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firerateDebuffTexture.loadFromFile("../assets/img/debuffs/firerateDBF.png");
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bulletSpeedDebuffTexture.loadFromFile("../assets/img/debuffs/BulletSpeedDBF.png");
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// Ładowanie tekstur wrogów
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enemyTexture.loadFromFile("../assets/img/enemy/enemy.png");
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advancedEnemyTexture.loadFromFile("../assets/img/enemy/advanced_enemy.png");
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BomberEnemyTexture.loadFromFile("../assets/img/enemy/bomber.png");
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KamikadzeTexture.loadFromFile("../assets/img/enemy/kamikadze.png");
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BombaTexture.loadFromFile("../assets/img/bullets/bomba.png");
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WiazkowiecTexture.loadFromFile("../assets/img/enemy/wiazkowiec.png");
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} catch (std::exception &e) {
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std::cerr << "Failed to load textures: " << e.what() << std::endl;
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exit(-500);
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}
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score = 0;
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// Wczytywanie czcionki dla licznika punktów
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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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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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heartStats.emplace_back(heartTexture);
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heartStats.emplace_back(heartTexture);
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heartStats.emplace_back(heartTexture);
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heartStats[0].setPosition(565, 10);
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heartStats[1].setPosition(530, 10);
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heartStats[2].setPosition(495, 10);
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meteorSpawnClock.restart();
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powerUpSpawnClock.restart();
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debuffSpawnClock.restart();
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spawn_player();
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// spawnClock.restart();
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}
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// TODO: Refactor tej metody bo rozrosła się za bardzo już
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void Plansza::update() {
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srand(time(0)); // generacja innego ziarna na podstawie zegara systemowego
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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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ship->update(); // migotanie statku
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update_score(); // naliczanie punktów
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// Sprawnowanie wszystkich rodzajów wrogów
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// spawn_meteor();
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// spawn_hearts();
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spawn_power_up();
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spawn_debuff();
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// spawn_enemy();
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// spawn_advanced_enemy();
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// spawn_wiazkowiec();
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// spawn_bomber();
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// spawn_kamikadze();
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// utrzymanie meteorów i pocisków w ruchu
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for (auto &meteor: meteors) {
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meteor.update();
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window->draw(meteor.getSprite());
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}
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for (auto &heart: hearts) {
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heart.update();
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window->draw(heart.getSprite());
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}
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for (auto &powerUp: powerUps) {
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powerUp.update();
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window->draw(powerUp.getSprite());
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}
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for (auto &debuff: debuffs) {
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debuff.update();
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window->draw(debuff.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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update_hearts();
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update_power_ups();
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update_debuffs();
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ship->updateBullets();
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window->draw(ship->getSprite());
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check_Meteor_collisions();
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check_Heart_collisions();
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check_PowerUp_collisions();
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check_Debuff_collisions();
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// TODO: Dodać flagę aby warunek był sprawdzany nie tylko pod kątem Timeru ale również pod kątem ustawionej flagi
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if (movingSpeedPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.movingSpeed) {
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powerUpCollected.movingSpeed = false;
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ship->setMovingSpeed(8.0f);
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}
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if (fireratePUTimer.getElapsedTime().asSeconds() >= 10.0f && powerUpCollected.firerate) {
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powerUpCollected.firerate = false;
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ship->setFirerate(200);
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}
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if (tripleShotPUTimer.getElapsedTime().asSeconds() >= 5.0f && powerUpCollected.tripleShot) {
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powerUpCollected.tripleShot = false;
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ship->setTripleShot(false);
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}
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if (movingSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.movingSpeed) {
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debuffCollected.movingSpeed = false;
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ship->setMovingSpeed(8.0f);
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}
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if (firerateDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.firerate) {
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debuffCollected.firerate = false;
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ship->setFirerate(200);
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}
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if (bulletSpeedDebuffTimer.getElapsedTime().asSeconds() >= 5.0f && debuffCollected.bulletSpeed) {
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debuffCollected.bulletSpeed = false;
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ship->setBulletSpeed(10.0f);
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}
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if (gameOver) {
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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 bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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ship->getBullets().erase(bulletIt);
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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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++bulletIt;
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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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for (auto meteorIt = getMeteors().begin(); meteorIt != getMeteors().end();) {
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bool meteorHit = false;
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for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
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if (meteorIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
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ship->getBullets().erase(bulletIt);
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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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++bulletIt;
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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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std::cout << "Basic Enemy has been eliminated." << std::endl;
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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 it = AEnemies.begin(); it != AEnemies.end();) {
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it->update(); // Ruch zaawansowanego przeciwnika
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it->shoot(); // Strzał przeciwnika
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window->draw(it->getSprite()); // Rysowanie na ekranie
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if (!it->isAlive()) {
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std::cout << "Advanced Enemy has been eliminated." << std::endl;
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it = AEnemies.erase(it); // Usunięcie martwych przeciwników
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} else {
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++it;
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}
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}
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for (auto it = BEnemies.begin(); it != BEnemies.end();) {
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it->update(); // Ruch bombera
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it->shoot(); // Strzał przeciwnika
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window->draw(it->getSprite()); // Rysowanie na ekranie
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if (!it->isAlive()) {
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std::cout << "Bomber has been eliminated." << std::endl;
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it = BEnemies.erase(it); // Usunięcie martwych przeciwników
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} else {
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++it;
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}
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}
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for (auto it = KEnemies.begin(); it != KEnemies.end();) {
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sf::Vector2f playerPosition = ship->getSprite().getPosition(); // Aktualna pozycja gracza
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bool playerHit = false;
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it->update(playerPosition);
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// Wybuch, gdy Kamikadze dotknie gracza
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if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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it->explode(playerPosition, playerHit);
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if (playerHit) {
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ship->takeDamage(); // Gracz otrzymuje obrażenia
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std::cout << "Gracz został trafiony przez eksplozję Kamikadze!" << std::endl;
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}
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}
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// Kamikadze eksploduje po aktywacji niezależnie od obecności gracza
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if (it->isExploding()) {
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it->explode(playerPosition, playerHit); // Eksplozja trwa
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}
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// Usunięcie martwego Kamikadze
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if (it->isAlive()) {
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window->draw(it->getSprite());
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++it;
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} else {
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std::cout << "Kamikadze exploded!" << std::endl;
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it = KEnemies.erase(it);
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}
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}
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// Obsługa pocisków zaawansowanych przeciwników
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for (auto &aEnemy: AEnemies) {
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for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
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if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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ship->takeDamage(); // Zadanie obrażeń graczowi
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it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
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} else {
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++it;
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}
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}
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}
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// Obsługa bomb
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for (auto &aEnemy: BEnemies) {
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for (auto it = aEnemy.getBullets().begin(); it != aEnemy.getBullets().end();) {
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if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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ship->takeDamage(); // Zadanie obrażeń graczowi
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it = aEnemy.getBullets().erase(it); // Usuwanie pocisku po trafieniu
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} else {
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++it;
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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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for (auto &advancedEnemy: AEnemies) {
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advancedEnemy.updateBullets(); // Obsługuje pociski zaawansowanych przeciwników
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for (auto &bullet: advancedEnemy.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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for (auto &bomberEnemy: BEnemies) {
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bomberEnemy.updateBullets(); // Obsługuje bomby
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for (auto &bullet: bomberEnemy.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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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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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 &bomberEnemy: BEnemies) {
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for (auto it = bomberEnemy.getBullets().begin(); it != bomberEnemy.getBullets().end();) {
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bool bulletDestroyed = false;
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// Kolizja pocisku gracza z pociskiem Bombera
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for (auto playerBulletIt = ship->getBullets().begin(); playerBulletIt != ship->getBullets().end();) {
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if (playerBulletIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Usuń pocisk Bombera i pocisk gracza
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it = bomberEnemy.getBullets().erase(it);
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ship->getBullets().erase(playerBulletIt);
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bulletDestroyed = true;
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break;
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} else {
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++playerBulletIt;
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}
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}
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// Kolizja rakiety gracza z pociskiem Bombera
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if (!bulletDestroyed) {
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for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
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if (rocketIt->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
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// Usuń pocisk Bombera i rakietę gracza
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it = bomberEnemy.getBullets().erase(it);
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ship->getRockets().erase(rocketIt);
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bulletDestroyed = 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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}
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// Jeśli pocisk Bombera przetrwał dotychczasowe sprawdzenia, wykonaj inne działania
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if (!bulletDestroyed) {
|
|
if (ship->getSprite().getGlobalBounds().intersects(it->getSprite().getGlobalBounds())) {
|
|
// Kolizja pocisku Bombera z graczem
|
|
ship->takeDamage();
|
|
it = bomberEnemy.getBullets().erase(it);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto &wiazkowiec: WEnemies) {
|
|
wiazkowiec.update();
|
|
|
|
if (wiazkowiec.isShooting()) {
|
|
if (ship->getSprite().getGlobalBounds().intersects(wiazkowiec.getBeam()->getSprite().getGlobalBounds())) {
|
|
ship->takeDamage(); // Gracz otrzymuje obrażenia
|
|
}
|
|
}
|
|
|
|
window->draw(wiazkowiec.getSprite());
|
|
}
|
|
|
|
// TODO: naprawić to co średnio działa
|
|
// Usuwanie pocisków, które są poza ekranem srednio to dziala
|
|
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
|
|
for (auto bulletIt = enemyIt->getBullets().begin(); bulletIt != enemyIt->getBullets().end();) {
|
|
if (bulletIt->isOutOfBounds()) {
|
|
bulletIt = enemyIt->getBullets().erase(bulletIt); // Usuwamy pocisk, który wyszedł poza ekran
|
|
} else {
|
|
++bulletIt;
|
|
}
|
|
}
|
|
++enemyIt;
|
|
}
|
|
|
|
|
|
// Kolizje między pociskami gracza a przeciwnikami
|
|
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
|
|
bool hit = false;
|
|
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
|
if (enemyIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
|
ship->getBullets().erase(bulletIt);
|
|
enemyIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++bulletIt;
|
|
}
|
|
}
|
|
if (hit && !enemyIt->isAlive()) {
|
|
enemyIt = enemies.erase(enemyIt);
|
|
} else {
|
|
++enemyIt;
|
|
}
|
|
}
|
|
|
|
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
|
if (advancedIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
|
ship->getBullets().erase(bulletIt);
|
|
advancedIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++bulletIt;
|
|
}
|
|
}
|
|
if (hit && !advancedIt->isAlive()) {
|
|
advancedIt = AEnemies.erase(advancedIt); // Usunięcie przeciwnika AdvancedEnemy
|
|
} else {
|
|
++advancedIt;
|
|
}
|
|
}
|
|
|
|
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
|
if (bomberIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
|
ship->getBullets().erase(bulletIt);
|
|
bomberIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++bulletIt;
|
|
}
|
|
}
|
|
if (hit && !bomberIt->isAlive()) {
|
|
bomberIt = BEnemies.erase(bomberIt); // Usunięcie przeciwnika Bomber
|
|
} else {
|
|
++bomberIt;
|
|
}
|
|
}
|
|
|
|
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
|
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
|
ship->getBullets().erase(bulletIt);
|
|
kamikadzeIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++bulletIt;
|
|
}
|
|
}
|
|
if (hit && !kamikadzeIt->isAlive()) {
|
|
kamikadzeIt = KEnemies.erase(kamikadzeIt); // Usunięcie przeciwnika Kamikadze
|
|
} else {
|
|
++kamikadzeIt;
|
|
}
|
|
}
|
|
|
|
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto bulletIt = ship->getBullets().begin(); bulletIt != ship->getBullets().end();) {
|
|
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(bulletIt->getSprite().getGlobalBounds())) {
|
|
ship->getBullets().erase(bulletIt);
|
|
wiazkowiecIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++bulletIt;
|
|
}
|
|
}
|
|
if (hit && !wiazkowiecIt->isAlive()) {
|
|
wiazkowiecIt = WEnemies.erase(wiazkowiecIt); // Usunięcie przeciwnika Wiazkowiec
|
|
} else {
|
|
++wiazkowiecIt;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//oblsuga dla rakiety
|
|
for (auto enemyIt = enemies.begin(); enemyIt != enemies.end();) {
|
|
bool hit = false;
|
|
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
|
if (enemyIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
|
ship->getRockets().erase(rocketIt);
|
|
enemyIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++rocketIt;
|
|
}
|
|
}
|
|
if (hit && !enemyIt->isAlive()) {
|
|
enemyIt = enemies.erase(enemyIt);
|
|
} else {
|
|
++enemyIt;
|
|
}
|
|
}
|
|
|
|
for (auto advancedIt = AEnemies.begin(); advancedIt != AEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
|
if (advancedIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
|
ship->getRockets().erase(rocketIt);
|
|
advancedIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++rocketIt;
|
|
}
|
|
}
|
|
if (hit && !advancedIt->isAlive()) {
|
|
advancedIt = AEnemies.erase(advancedIt);
|
|
} else {
|
|
++advancedIt;
|
|
}
|
|
}
|
|
|
|
for (auto bomberIt = BEnemies.begin(); bomberIt != BEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
|
if (bomberIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
|
ship->getRockets().erase(rocketIt);
|
|
bomberIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++rocketIt;
|
|
}
|
|
}
|
|
if (hit && !bomberIt->isAlive()) {
|
|
bomberIt = BEnemies.erase(bomberIt);
|
|
} else {
|
|
++bomberIt;
|
|
}
|
|
}
|
|
|
|
for (auto kamikadzeIt = KEnemies.begin(); kamikadzeIt != KEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
|
if (kamikadzeIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
|
ship->getRockets().erase(rocketIt);
|
|
kamikadzeIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++rocketIt;
|
|
}
|
|
}
|
|
if (hit && !kamikadzeIt->isAlive()) {
|
|
kamikadzeIt = KEnemies.erase(kamikadzeIt);
|
|
} else {
|
|
++kamikadzeIt;
|
|
}
|
|
}
|
|
|
|
for (auto wiazkowiecIt = WEnemies.begin(); wiazkowiecIt != WEnemies.end();) {
|
|
bool hit = false;
|
|
for (auto rocketIt = ship->getRockets().begin(); rocketIt != ship->getRockets().end();) {
|
|
if (wiazkowiecIt->getSprite().getGlobalBounds().intersects(rocketIt->getSprite().getGlobalBounds())) {
|
|
ship->getRockets().erase(rocketIt);
|
|
wiazkowiecIt->takeDamage();
|
|
hit = true;
|
|
break;
|
|
} else {
|
|
++rocketIt;
|
|
}
|
|
}
|
|
if (hit && !wiazkowiecIt->isAlive()) {
|
|
wiazkowiecIt = WEnemies.erase(wiazkowiecIt);
|
|
} else {
|
|
++wiazkowiecIt;
|
|
}
|
|
}
|
|
|
|
|
|
// Statystyka życia gracza (wyświetlanie)
|
|
switch (ship->getHP()) {
|
|
case 0:
|
|
heartStats[0].setTexture(heartTextureGray);
|
|
heartStats[1].setTexture(heartTextureGray);
|
|
heartStats[2].setTexture(heartTextureGray);
|
|
gameOver = true;
|
|
break;
|
|
case 1:
|
|
heartStats[0].setTexture(heartTexture);
|
|
heartStats[1].setTexture(heartTextureGray);
|
|
heartStats[2].setTexture(heartTextureGray);
|
|
break;
|
|
case 2:
|
|
heartStats[0].setTexture(heartTexture);
|
|
heartStats[1].setTexture(heartTexture);
|
|
heartStats[2].setTexture(heartTextureGray);
|
|
break;
|
|
case 3:
|
|
heartStats[0].setTexture(heartTexture);
|
|
heartStats[1].setTexture(heartTexture);
|
|
heartStats[2].setTexture(heartTexture);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
for (const auto& heart: heartStats) {
|
|
window->draw(heart);
|
|
}
|
|
}
|
|
// Meteor-related niżej
|
|
|
|
void Plansza::update_meteors() {
|
|
// usuwanie meteorów, które wyleciały poza ekran
|
|
for (auto &meteor: meteors) {
|
|
if (meteor.getStatus()) {
|
|
meteors.erase(meteors.begin());
|
|
}
|
|
}
|
|
}
|
|
|
|
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() {
|
|
if (meteorSpawnClock.getElapsedTime().asSeconds() > rand() % 30 + 5) { // randomowy spawn meteorytów od 10 do 1 sekundy
|
|
if (meteors.size() < 3) { // jeśli jest mniej niż 5 meteorów na planszy
|
|
if (rand() % 2 == 1) {
|
|
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture2);
|
|
} else {
|
|
meteors.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, meteorTexture1);
|
|
}
|
|
}
|
|
meteorSpawnClock.restart();
|
|
}
|
|
}
|
|
|
|
void Plansza::spawn_hearts() {
|
|
if (heartSpawnClock.getElapsedTime().asSeconds() > rand() % 26 + 5) { // randomowy spawn serduszek od 5 do 30 sekundy
|
|
if (hearts.size() < 5) { // jeśli jest mniej niż 5 serduszek na planszy
|
|
hearts.emplace_back(RandomNumberGenerator::getRandomNumber(50, 499), -100, heartTexture);
|
|
}
|
|
heartSpawnClock.restart();
|
|
}
|
|
}
|
|
|
|
void Plansza::spawn_power_up() {
|
|
if (powerUpSpawnClock.getElapsedTime().asSeconds() > 5) {
|
|
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() > 5) {
|
|
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() {
|
|
ship = Player::getInstance(static_cast<int>(window->getSize().x) / 2, static_cast<int>(window->getSize().y) - 100, this->playerTexture);
|
|
ship->loadTexture();
|
|
ship->setMovingSpeed(8);
|
|
ship->setFirerate(200);
|
|
}
|
|
|
|
void Plansza::spawn_enemy() {
|
|
if (enemySpawnClock.getElapsedTime().asSeconds() >= 10) { // Spawn co 10 sekund
|
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
|
enemies.emplace_back(spawnX, -50, enemyTexture);
|
|
std::cout << "Spawned Basic Enemy at X: " << spawnX << std::endl;
|
|
enemySpawnClock.restart();
|
|
|
|
}
|
|
}
|
|
|
|
void Plansza::spawn_advanced_enemy() {
|
|
if (AenemySpawnClock.getElapsedTime().asSeconds() >= 20) { // Spawn co 10 sekund
|
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
|
AEnemies.emplace_back(spawnX, -50, advancedEnemyTexture, enemyBulletTexture);
|
|
std::cout << "Spawned Advanced Enemy at X: " << spawnX << std::endl;
|
|
AenemySpawnClock.restart();
|
|
}
|
|
}
|
|
|
|
void Plansza::spawn_bomber() {
|
|
if (BomberSpawnClock.getElapsedTime().asSeconds() >= 30) { // Spawn co 10 sekund
|
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
|
Bomber bomber(spawnX, -50, BomberEnemyTexture, BombaTexture);
|
|
bomber.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokości okna
|
|
BEnemies.push_back(bomber);
|
|
std::cout << "Spawned Bomber Enemy at X: " << spawnX << std::endl;
|
|
BomberSpawnClock.restart();
|
|
}
|
|
}
|
|
|
|
void Plansza::spawn_kamikadze() {
|
|
if (KamikadzeSpawnClock.getElapsedTime().asSeconds() >= 40) { // Spawn co 10 sekund
|
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
|
KEnemies.emplace_back(spawnX, -50, KamikadzeTexture);
|
|
std::cout << "Spawned Kamikadze Enemy at X: " << spawnX << std::endl;
|
|
KamikadzeSpawnClock.restart();
|
|
}
|
|
}
|
|
|
|
void Plansza::spawn_wiazkowiec() {
|
|
if (WiazkowiecSpawnClock.getElapsedTime().asSeconds() >= 50) { // Spawn co 10 sekund
|
|
if (WEnemies.size() < 1) {
|
|
int spawnX = RandomNumberGenerator::getRandomNumber(50, size.width - 50);
|
|
Wiazkowiec wiazkowiec(spawnX, -50, WiazkowiecTexture, window);
|
|
wiazkowiec.setPlanszaHeight(size.height, size.width); // Przekazanie wysokości i szerokosci okna
|
|
WEnemies.push_back(wiazkowiec);
|
|
std::cout << "Spawned Wiazkowiec Enemy at X: " << spawnX << std::endl;
|
|
WiazkowiecSpawnClock.restart();
|
|
}
|
|
}
|
|
}
|
|
|
|
Size Plansza::getSize() {
|
|
return size;
|
|
}
|
|
|
|
std::vector<Meteor> &Plansza::getMeteors() {
|
|
return meteors;
|
|
}
|
|
|
|
void Plansza::update_score() {
|
|
if (scoreClock.getElapsedTime().asMilliseconds() > 500) {
|
|
score++;
|
|
scoreClock.restart();
|
|
}
|
|
|
|
sf::Text text(std::to_string(score), font, 24);
|
|
text.setFillColor(sf::Color::White);
|
|
text.setPosition(25, 25);
|
|
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;
|
|
unsigned int Plansza::score = 0; |