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