Update game states

This commit is contained in:
2024-12-02 09:37:49 +01:00
parent cc96b2aa1b
commit 69a957c6f6
5 changed files with 50 additions and 20 deletions

@ -14,7 +14,7 @@ public:
virtual void init() = 0;
virtual void handleEvents(SDL_Event& event) = 0;
virtual void update() = 0;
virtual void render(SDL_Renderer* renderer) = 0;
virtual void render(SDL_Renderer* renderer, double deltaTime) = 0;
void changeRoom(const std::string& stateName) {
nextStateName = stateName;

@ -33,11 +33,11 @@ void InGameState::checkCollision() {
opponents.erase(opponents.begin() + i);
}
if (player.x < o.x + 80 && player.x + 80 > o.x && player.y < o.y + 96 && player.y + 96 > o.y) {
if (player.health > 0) {
if (player.health > 1) {
player.health--;
}
else {
// TODO: Game over sccreen
this->changeRoom("ending");
}
opponents.erase(opponents.begin() + i);
@ -50,6 +50,7 @@ void InGameState::checkCollision() {
switch (item.type) {
case Type::HEALTH:
if (player.health < 3) {
items.erase(items.begin() + i);
player.health++;
}
break;
@ -58,7 +59,6 @@ void InGameState::checkCollision() {
break;
}
items.erase(items.begin() + i);
}
}
}
@ -141,6 +141,8 @@ void InGameState::renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const {
}
void InGameState::init() {
std::cout << "Game state initialized\n";
SDL_ShowCursor(SDL_ENABLE);
startTime = time(nullptr);
}
@ -190,16 +192,17 @@ void InGameState::update() {
}
for (Opponent& o : opponents) {
o.move(10);
o.move(3);
}
if (keys[0]) player.moveY(-20);
if (keys[1]) player.moveX(-20);
if (keys[2]) player.moveY(20);
if (keys[3]) player.moveX(20);
int speed = 10;
if (keys[0]) player.moveY(speed * -1);
if (keys[1]) player.moveX(speed * -1);
if (keys[2]) player.moveY(speed);
if (keys[3]) player.moveX(speed);
}
void InGameState::render(SDL_Renderer* renderer) {
void InGameState::render(SDL_Renderer* renderer, double deltaTime) {
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE);
@ -207,6 +210,10 @@ void InGameState::render(SDL_Renderer* renderer) {
SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png");
drawTexture(renderer, background, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
for (Item i : this->items) {
renderItem(renderer, i);
}
SDL_Texture* playerTexture = IMG_LoadTexture(renderer, "./res/player.png");
renderPlayer(renderer, playerTexture, this->player);
@ -215,10 +222,6 @@ void InGameState::render(SDL_Renderer* renderer) {
renderOpponent(renderer, opponentTexture, o);
}
for (Item i : this->items) {
renderItem(renderer, i);
}
SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png");
renderHUD(renderer, heart);

@ -32,7 +32,7 @@ public:
void init() override;
void handleEvents(SDL_Event& event) override;
void update() override;
void render(SDL_Renderer* renderer) override;
void render(SDL_Renderer* renderer, double deltaTime) override;
void spawnItem(Type type);
void createOpponent();

@ -4,12 +4,22 @@
#include "../Renderer.h"
int mouseX = 0;
int mouseY = 0;
int randomR = 255;
int randomG = 255;
int randomB = 255;
int randomSkip = 0;
void MainMenuState::update() {
// Handle updates like animations if necessary
// hide cursor
}
void MainMenuState::init() {
std::cout << "Main menu state initialized\n";
SDL_ShowCursor(SDL_DISABLE);
}
void MainMenuState::handleEvents(SDL_Event& event) {
@ -32,18 +42,35 @@ void MainMenuState::handleEvents(SDL_Event& event) {
}
if (event.type == SDL_MOUSEMOTION) {
std::cout << "Mouse moved\n";
mouseX = event.motion.x;
mouseY = event.motion.y;
}
}
void MainMenuState::render(SDL_Renderer* renderer) {
void MainMenuState::render(SDL_Renderer* renderer, double deltaTime) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
SDL_Texture* title = IMG_LoadTexture(renderer, "./res/logo.png");
drawTexture(renderer, title, WINDOW_WIDTH/2-75, 100, 150, 150);
drawTexture(renderer, title, WINDOW_WIDTH/2-115, 100, 230, 125);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
drawCircle(renderer, mouseX, mouseY, 10);
TTF_Font *font = TTF_OpenFont("./res/font.ttf", 24);
while (randomSkip == 30) {
randomR = rand() % 200 + 55;
randomG = rand() % 200 + 55;
randomB = rand() % 200 + 55;
randomSkip = 0;
}
drawText(renderer, font, "Click to Start", WINDOW_WIDTH/2-160, 320, {randomR, randomG, randomB, SDL_ALPHA_OPAQUE});
randomSkip++;
SDL_RenderPresent(renderer);
SDL_Delay(deltaTime < 16 ? 16 - deltaTime : 0);
}

@ -10,7 +10,7 @@ public:
void init() override;
void handleEvents(SDL_Event& event) override;
void update() override;
void render(SDL_Renderer* renderer) override;
void render(SDL_Renderer* renderer, double deltaTime) override;
};
#endif