Update states
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@ -9,6 +9,10 @@ void InGameState::spawnItem(Type type) {
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item.x = rand() % WINDOW_WIDTH;
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item.y = rand() % WINDOW_HEIGHT;
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for (const Item i : items) {
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if (i.type == type) return;
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}
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items.push_back(item);
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}
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@ -60,7 +64,8 @@ void InGameState::checkCollision() {
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}
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void InGameState::renderItem(SDL_Renderer* renderer, Item i) const {
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SDL_Texture* itemTexture = IMG_LoadTexture(renderer, i.type == Type::HEALTH ? "./res/heart.png" : "./res/damage.png");
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SDL_Texture* itemTexture = IMG_LoadTexture(
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renderer, i.type == Type::HEALTH ? "./res/heart.png" : "./res/damage.png");
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switch (i.type) {
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case Type::HEALTH:
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drawTexture(renderer, itemTexture, i.x, i.y, 24, 24);
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@ -175,14 +180,13 @@ void InGameState::handleEvents(SDL_Event& event) {
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}
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void InGameState::update() {
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checkCollision();
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if (rand() % 100 == 0) createOpponent();
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if (time(nullptr) - startTime > 5) {
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startTime = time(nullptr);
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spawnItem(Type::HEALTH);
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startTime = time(nullptr);
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spawnItem(Type::HEALTH);
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}
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for (Opponent& o : opponents) {
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@ -218,10 +222,6 @@ void InGameState::render(SDL_Renderer* renderer) {
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SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png");
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renderHUD(renderer, heart);
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TTF_Font* font = TTF_OpenFont("./res/font.ttf", 24);
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drawText(renderer, font, "h: " + std::to_string(player.health), 30 * 3 + 15 + 10, 10);
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SDL_DestroyTexture(playerTexture);
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SDL_DestroyTexture(opponentTexture);
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SDL_DestroyTexture(heart);
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