189 lines
5.4 KiB
C++
189 lines
5.4 KiB
C++
#include "../headers/Boss.h"
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#include <random>
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#include <iostream>
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#include "../headers/RandomNumberGenerator.h"
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Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bulletTexture, const sf::Texture BombaTexture, sf::RenderWindow* window)
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: Actor(x, y, bossTexture), bulletTexture(bulletTexture), BombaTexture(BombaTexture), window(window) {
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try {
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beamTexture.loadFromFile("../assets/img/wiazka/laser.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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hp = 100;
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firerate = 2000;
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movementSpeed = 2.0f;
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}
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void Boss::setPlanszaHeight(int height, int width) {
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planszaHeight = height;
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planszaWidth = width;
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}
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// TODO: Po mergowaniu dodać obsługę pocisku, przy pomocy nowego konstruktora Bullet
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void Boss::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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Bullet leftBullet(position.x - 20, position.y, bulletTexture);
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leftBullet.setSpeed(5.0f);
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Bullet centerBullet(position.x, position.y, bulletTexture);
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centerBullet.setSpeed(5.0f);
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Bullet rightBullet(position.x + 20, position.y, bulletTexture);
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rightBullet.setSpeed(5.0f);
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bullets.push_back(std::move(leftBullet));
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bullets.push_back(std::move(centerBullet));
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bullets.push_back(std::move(rightBullet));
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std::cout << "Strzal lezy" << std::endl;
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shootClock.restart();
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}
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}
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void Boss::dropBomb() {
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if (bombClock.getElapsedTime().asMilliseconds() >= 5000) {
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Bullet Bomb(position.x, position.y, BombaTexture);
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Bomb.setSpeed(0.5f);
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bombs.emplace_back(std::move(Bomb)); // Można zmienić na bombę
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std::cout << "Bombka lezy" << std::endl;
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bombClock.restart();
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}
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}
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void Boss::shootLaser() {
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if (!laserBeam && laserClock.getElapsedTime().asSeconds() >= 5.0f) {
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laserBeam = new Beam(position.x, position.y, beamTexture);
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beamDurationClock.restart();
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laserClock.restart();
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isStationary = true;
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}
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if (laserBeam) {
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window->draw(laserBeam->getSprite());
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std::cout << "Laser beam shooted" << std::endl;
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if (beamDurationClock.getElapsedTime().asSeconds() >= beamDuration) {
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delete laserBeam;
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laserBeam = nullptr;
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isStationary = false;
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}
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}
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}
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void Boss::move(float deltaX, float deltaY) {
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if (deltaX == 0 && deltaY == 0) {
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std::cerr << "Boss stopped: deltaX and deltaY are both 0" << std::endl;
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}
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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handleBounds();
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}
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void Boss::update() {
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std::cout << "Current movementSpeed: " << movementSpeed << std::endl;
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std::cout << "Boss position: (" << position.x << ", " << position.y << "), Direction: " << static_cast<int>(direction) << std::endl;
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if (!isStationary) {
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if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
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setRandomDirection();
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directionClock.restart();
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}
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switch (direction) {
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case BossDirection::Up: moveUp(); break;
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case BossDirection::Down: moveDown(); break;
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case BossDirection::Left: moveLeft(); break;
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case BossDirection::Right: moveRight(); break;
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}
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}
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shoot();
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dropBomb();
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shootLaser();
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// Aktualizacja pocisków
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for (auto it = bullets.begin(); it != bullets.end();) {
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it->update();
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window->draw(it->getSprite());
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if (it->isOutOfBounds()) {
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it = bullets.erase(it);
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} else {
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++it;
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}
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}
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// Aktualizacja bomb
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for (auto it = bombs.begin(); it != bombs.end();) {
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it->update();
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window->draw(it->getSprite());
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if (it->isOutOfBounds()) {
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it = bombs.erase(it);
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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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void Boss::moveLeft() {
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move(-movementSpeed, 0.0f);
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}
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void Boss::moveRight() {
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move(movementSpeed, 0.0f);
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}
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void Boss::moveUp() {
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move(0.0f, -movementSpeed);
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}
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void Boss::moveDown() {
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move(0.0f, movementSpeed);
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}
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void Boss::takeDamage() {
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if (--hp <= 0) {
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hp = 0;
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std::cout << "HP bossa" << hp << std::endl;
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}
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}
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bool Boss::isAlive() const {
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return hp > 0;
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}
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void Boss::setRandomDirection() {
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BossDirection previousDirection = direction;
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do {
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int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
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direction = static_cast<BossDirection>(randomValue);
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} while (
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(direction == BossDirection::Left && position.x <= 0) ||
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(direction == BossDirection::Right && position.x >= 600) ||
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(direction == BossDirection::Up && position.y <= 0) ||
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(direction == BossDirection::Down && position.y >= 800)
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);
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if (previousDirection == direction) {
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std::cerr << "Boss kept the same direction: " << static_cast<int>(direction) << std::endl;
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}
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}
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void Boss::handleBounds() {
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if (position.x < 0) {
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direction = BossDirection::Right;
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} else if (position.x > 600 - actorSprite.getGlobalBounds().width) {
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direction = BossDirection::Left;
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}
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if (position.y < 0) {
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direction = BossDirection::Down;
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} else if (position.y > 800 - actorSprite.getGlobalBounds().height) {
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direction = BossDirection::Up;
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}
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}
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