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5d2405774b
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7c410aee09
@ -62,6 +62,7 @@ public:
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for (const auto& entity : gameEntities) {
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glm::mat4 entityModelMatrix = entity->getModelMatrix();
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// Sprawdź kolizję AABB między pociskiem a obiektem z wektora gameEntities
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if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) {
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entity->applyDamage(attackerDmg);
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return true;
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@ -71,7 +72,7 @@ public:
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return false;
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}
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bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) {
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// Pobierz rozmiary obiektów z ich macierzy modelu
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glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
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glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
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@ -12,20 +12,15 @@ private:
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std::list<Bullet*> bullets;
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float lastShootTime = 0.f;
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float shootInterval = 0.3f;
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float initAggroRange;
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public:
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glm::mat4 modelMatrix;
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float aggroRange;
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glm::mat4 initialModelMatrix;
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Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange)
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:
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aggroRange(initialAggroRange),
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modelMatrix(initialModelMatrix),
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initialModelMatrix(initialModelMatrix),
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initAggroRange(initialAggroRange),
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GameEntity(currHp, initialHp, initialDmg)
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{}
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@ -75,13 +70,7 @@ public:
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{
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return modelMatrix;
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}
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void respawn() override {
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this->currentHP = this->maxHP;
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this->modelMatrix = this->initialModelMatrix;
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this->aggroRange = this->initAggroRange;
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this->dmg = this->initDMG;
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return;
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}
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private:
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void requestShoot(float time) {
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if (canShoot(time)) {
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@ -95,8 +84,7 @@ private:
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void shoot(float time) {
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Spaceship* spaceship = Spaceship::getInstance();
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//glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
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glm::vec3 bulletDirection = glm::normalize(glm::vec3(spaceship->getModelMatrix()[3]) - glm::vec3(modelMatrix[3]));
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glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
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//bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum
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this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
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this->lastShootTime = time;
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@ -7,10 +7,9 @@ public:
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float currentHP;
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float dmg;
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float maxHP;
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float initDMG;
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GameEntity(float currentHP, float maxHP, float initialDmg)
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: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg),initDMG(initialDmg)
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: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg)
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{
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}
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@ -20,12 +19,5 @@ public:
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};
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virtual glm::vec3 getPosition() const = 0;
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virtual glm::mat4 getModelMatrix() = 0;
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virtual bool isAlive() {
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if (this->currentHP <= 0) {
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return false;
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}
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return true;
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};
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virtual void respawn() = 0;
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};
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@ -41,7 +41,7 @@ public:
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float turbo = 1.0f;
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float turboMAX = 1.0f;
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glm::vec3 spaceshipPos = glm::vec3(4.065808f, 10.250000f, -20.189549f);
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glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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@ -225,7 +225,7 @@ public:
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if (w == GLFW_PRESS) {
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if (shiftState == GLFW_PRESS) {
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turbo = glm::max(0.0f, turbo - 0.003f * deltaTime * 60);
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turbo = glm::max(0.0f, turbo - 0.004f * deltaTime * 60);
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if (turbo == 0.0f) {
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shiftState = GLFW_RELEASE;
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moveSpeed = 0.05f * deltaTime * 60;
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@ -386,12 +386,4 @@ public:
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return cameraMatrix;
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}
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void respawn() override {
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this->currentHP = this->maxHP;
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this->turbo = this->turboMAX;
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this->spaceshipPos = glm::vec3(4.065808f, 10.250000f, -20.189549f);
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return;
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}
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};
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@ -26,8 +26,6 @@
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#include "../ParticleSystem.h"
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#include "Camera.h"
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#include <random>
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#ifndef EX_9_1_HPP
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#define EX_9_1_HPP
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@ -95,17 +93,6 @@ Spaceship* spaceship = Spaceship::getInstance();
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void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId,float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
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Core::SpriteRenderer* spriteRenderer;
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const int ENEMY_COUNT = 20;
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std::vector<glm::vec3> referencePoints = {
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glm::vec3(0, 2, 0),
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glm::vec3(150, 5, 0),
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glm::vec3(-20, -30, 50),
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glm::vec3(100, 20, -50),
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glm::vec3(0, 52, 200),
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glm::vec3(150, 55, 200),
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glm::vec3(-20, 20, 250),
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glm::vec3(100, 70, 150)
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};
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void updateDeltaTime(float time) {
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if (lastTime < 0) {
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lastTime = time;
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@ -150,67 +137,8 @@ void renderHUD(GLFWwindow* window) {
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programSpriteBar);
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glEnable(GL_DEPTH_TEST);
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}
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bool isFarFromReferencePoints(float x, float y, float z, const std::vector<glm::vec3>& referencePoints) {
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float minDistance = 10.0f;
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glm::vec3 currentPoint(x, y, z);
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auto checkDistance = [currentPoint, minDistance](const glm::vec3& referencePoint) {
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return glm::distance(currentPoint, referencePoint) > minDistance;
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};
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for (const auto& referencePoint : referencePoints) {
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if (!checkDistance(referencePoint)) {
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return false;
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}
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}
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return true;
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}
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glm::mat4 generateRandomMatrix(const glm::mat4& startMatrix) {
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_real_distribution<float> disX(-30.0f, 180.0f);
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std::uniform_real_distribution<float> disY(-50.0f, 60.0f);
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std::uniform_real_distribution<float> disZ(-30.0f, 210.0f);
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float randomX, randomY, randomZ;
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do {
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randomX = disX(gen);
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randomY = disY(gen);
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randomZ = disZ(gen);
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} while (!isFarFromReferencePoints(randomX, randomY, randomZ, referencePoints));
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glm::mat4 randomModelMatrix = glm::translate(startMatrix, glm::vec3(randomX, randomY, randomZ));
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return randomModelMatrix;
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}
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void renderEnemies() {
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int counter = 0;
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glUseProgram(program);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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enemy->attack(spaceship->spaceshipPos, glfwGetTime());
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enemy->renderBullets(glfwGetTime(), program, gameEntities);
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}
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else {
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counter++;
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}
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}
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if (counter >= ENEMY_COUNT / 2) {
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for (const auto& enemy : enemies) {
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if (!enemy->isAlive()) {
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enemy->initialModelMatrix = generateRandomMatrix(enemy->getModelMatrix());
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enemy->respawn();
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enemy->aggroRange *= 1.1;
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enemy->dmg *= 1.2;
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}
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}
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counter = 0;
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}
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glUseProgram(programSpriteBar);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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@ -233,6 +161,15 @@ void renderEnemies() {
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}
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}
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glUseProgram(program);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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enemy->attack(spaceship->spaceshipPos, glfwGetTime());
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enemy->renderBullets(glfwGetTime(), program, gameEntities);
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}
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}
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}
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TextureTuple getRandomPlanetTexture() {
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int textureIndex = rand() % planetTextures.size();
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@ -321,13 +258,6 @@ void renderScene(GLFWwindow* window)
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glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
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spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
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if(!spaceship->isAlive()){
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spaceship->respawn();
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for (const auto& enemy : enemies) {
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enemy->respawn();
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}
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}
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renderHUD(window);
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renderEnemies();
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@ -379,19 +309,12 @@ void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float*
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planets.push_back(planet);
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}
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}
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void createEnemies() {
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//enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
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//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
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//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
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enemies.push_back(new Enemy(100.0f, 100.0f, glm::translate(glm::translate(glm::mat4(1.0f), spaceship->getPosition()), glm::vec3(1.f, 1.f, 2.f)), 1.0f, 5.0f));
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for (int i = 0; i < ENEMY_COUNT; ++i) {
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glm::mat4 randomModelMatrix = generateRandomMatrix(glm::mat4(1.0f));
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enemies.push_back(new Enemy(100.0f, 100.0f, randomModelMatrix, 1.0f, 8.0f));
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}
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enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
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enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
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enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
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//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
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gameEntities.push_back(spaceship);
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