Make codebase modular

This commit is contained in:
2024-11-25 21:59:07 +01:00
parent 5847d5eb00
commit d0c8bfa491
13 changed files with 268 additions and 157 deletions

37
src/Renderer.cpp Normal file
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#include "Renderer.h"
void drawTexture(SDL_Renderer *renderer, SDL_Texture *texture, int x, int y, int w, int h) {
SDL_Rect src;
src.x = 0;
src.y = 0;
SDL_QueryTexture(texture, nullptr, nullptr, &src.w, &src.h);
SDL_Rect dist;
dist.x = x;
dist.y = y;
dist.w = w;
dist.h = h;
SDL_RenderCopy(renderer, texture, &src, &dist);
}
void drawText(SDL_Renderer *renderer, TTF_Font *font, const std::string text, int x, int y) {
SDL_Surface *surface = TTF_RenderText_Solid(font, text.c_str(), {255, 255, 255});
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_Rect src;
src.x = 0;
src.y = 0;
SDL_QueryTexture(texture, nullptr, nullptr, &src.w, &src.h);
SDL_Rect dist;
dist.x = x;
dist.y = y;
TTF_SizeText(font, text.c_str(), &dist.w, &dist.h);
SDL_RenderCopy(renderer, texture, &src, &dist);
SDL_FreeSurface(surface);
SDL_DestroyTexture(texture);
}

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src/Renderer.h Normal file
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#ifndef CPP_LEARNING_HELPER_H
#define CPP_LEARNING_HELPER_H
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <string>
#define WINDOW_WIDTH 700
#define WINDOW_HEIGHT 500
void drawTexture(SDL_Renderer *renderer, SDL_Texture *texture, int x, int y, int w, int h);
void drawText(SDL_Renderer *renderer, TTF_Font *font, const std::string text, int x, int y);
#endif

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#include "Opponent.h"
void Opponent::move(int timeMultiplier) {
if (this->x < this->targetX) this->x += timeMultiplier;
if (this->x > this->targetX) this->x -= timeMultiplier;
if (this->y < this->targetY) this->y += timeMultiplier;
if (this->y > this->targetY) this->y -= timeMultiplier;
}

8
src/entities/Opponent.h Normal file
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#include "Player.h"
class Opponent : public Player {
public:
int targetX = 0;
int targetY = 0;
void move(int multiplier);
};

13
src/entities/Player.cpp Normal file
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#include "Player.h"
void Player::moveX(int dx) {
if (x + dx < 0 || x + dx > WINDOW_WIDTH - 80) return;
if (y < 40 && this->x + dx < 30 * 3 + 15) return;
x += dx;
}
void Player::moveY(int dy) {
if (y + dy < 0 || y + dy > WINDOW_HEIGHT - 96) return;
if (y + dy < 40 && this->x < 30 * 3 + 15) return;
y += dy;
}

11
src/entities/Player.h Normal file
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#include "../Renderer.h"
class Player {
public:
int x = 40;
int y = 40;
int unsigned health = 3;
void moveX(int dx);
void moveY(int dy);
};

56
src/main.cpp Normal file
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#include "states/GameState.h"
#include "states/MainMenuState.h"
#include "states/InGameState.h"
#include "Renderer.h"
#include <SDL2/SDL.h>
#include <memory>
#include <unordered_map>
int main() {
TTF_Init();
SDL_Window* window = SDL_CreateWindow("Obstacle Game",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
std::unordered_map<std::string, std::shared_ptr<GameState>> states;
states["main_menu"] = std::make_shared<MainMenuState>();
states["game"] = std::make_shared<InGameState>();
std::shared_ptr<GameState> currentState = states["main_menu"];
bool running = true;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
currentState->handleEvents(event);
}
currentState->update();
currentState->render(renderer);
if (!currentState->getNextState().empty()) {
std::string nextStateName = currentState->getNextState();
if (nextStateName == "exit") {
running = false;
} else if (states.find(nextStateName) != states.end()) {
currentState = states[nextStateName];
currentState->init();
}
currentState->clearNextState();
}
SDL_Delay(16);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
TTF_Quit();
return 0;
}

32
src/states/GameState.h Normal file
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#ifndef GAME_STATE_H
#define GAME_STATE_H
#include <string>
#include <SDL2/SDL.h>
class GameState {
protected:
std::string nextStateName;
public:
virtual ~GameState() = default;
virtual void init() = 0;
virtual void handleEvents(SDL_Event& event) = 0;
virtual void update() = 0;
virtual void render(SDL_Renderer* renderer) = 0;
void changeRoom(const std::string& stateName) {
nextStateName = stateName;
}
std::string getNextState() const {
return nextStateName;
}
void clearNextState() {
nextStateName.clear();
}
};
#endif

230
src/states/InGameState.cpp Normal file
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#include "InGameState.h"
#include <iostream>
bool keys[4] = {false, false, false, false};
void InGameState::spawnItem(Type type) {
Item item{};
item.type = type;
item.x = rand() % WINDOW_WIDTH;
item.y = rand() % WINDOW_HEIGHT;
items.push_back(item);
}
void InGameState::renderPlayer(SDL_Renderer* renderer, SDL_Texture* playerTexture, Player p) const {
drawTexture(renderer, playerTexture, p.x, p.y, 80, 96);
if (showHitboxes) {
SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
SDL_Rect hitbox = {p.x, p.y, 80, 96};
SDL_RenderDrawRect(renderer, &hitbox);
}
}
void InGameState::checkCollision() {
for (int i = 0; i < opponents.size(); i++) {
Opponent o = opponents[i];
if (o.x == o.targetX && o.y == o.targetY) {
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) {
player.health--;
}
else {
// TODO: Game over sccreen
}
opponents.erase(opponents.begin() + i);
}
}
for (int i = 0; i < items.size(); i++) {
Item item = items[i];
if (player.x < item.x + 24 && player.x + 80 > item.x && player.y < item.y + 24 && player.y + 96 > item.y) {
switch (item.type) {
case Type::HEALTH:
if (player.health < 3) {
player.health++;
}
break;
case Type::DAMAGE:
player.health--;
break;
}
items.erase(items.begin() + i);
}
}
}
void InGameState::renderItem(SDL_Renderer* renderer, Item i) const {
SDL_Texture* itemTexture = IMG_LoadTexture(renderer, i.type == Type::HEALTH ? "./res/heart.png" : "./res/damage.png");
switch (i.type) {
case Type::HEALTH:
drawTexture(renderer, itemTexture, i.x, i.y, 24, 24);
SDL_DestroyTexture(itemTexture);
break;
case Type::DAMAGE:
drawTexture(renderer, itemTexture, i.x, i.y, 24, 24);
SDL_DestroyTexture(itemTexture);
break;
default: break;
}
if (showHitboxes) {
SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
SDL_Rect hitbox = {i.x, i.y, 24, 24};
SDL_RenderDrawRect(renderer, &hitbox);
}
}
void InGameState::createOpponent() {
Opponent o;
int edge = rand() % 4;
switch (edge) {
case 0:
o.x = rand() % WINDOW_WIDTH;
o.y = -96;
o.targetY = WINDOW_HEIGHT + 96;
o.targetX = rand() % WINDOW_WIDTH;
break;
case 1:
o.x = rand() % WINDOW_WIDTH;
o.y = WINDOW_HEIGHT;
o.targetY = -96;
o.targetX = rand() % WINDOW_WIDTH;
break;
case 2:
o.x = -80;
o.y = rand() % WINDOW_HEIGHT;
o.targetX = WINDOW_WIDTH + 80;
o.targetY = rand() % WINDOW_HEIGHT;
break;
case 3:
o.x = WINDOW_WIDTH;
o.y = rand() % WINDOW_HEIGHT;
o.targetX = -80;
o.targetY = rand() % WINDOW_HEIGHT;
break;
}
opponents.push_back(o);
}
void InGameState::renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const {
drawTexture(renderer, opponentTexture, o.x, o.y, 80, 96);
if (showHitboxes) {
SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
SDL_Rect hitbox = {o.x, o.y, 80, 96};
SDL_RenderDrawRect(renderer, &hitbox);
}
}
void InGameState::renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_Rect bgRect = {0, 0, 30 * 3 + 15, 40};
SDL_RenderFillRect(renderer, &bgRect);
for (int i = 0; i < this->player.health; i++) {
drawTexture(renderer, heart, 10 + i * 30, 10, 24, 24);
}
}
void InGameState::init() {
startTime = time(nullptr);
}
void InGameState::handleEvents(SDL_Event& event) {
if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
std::cout << "Switching to main menu\n";
this->changeRoom("main_menu");
break;
default:
break;
}
}
if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) {
bool isPressed = (event.type == SDL_KEYDOWN);
switch (event.key.keysym.sym) {
case SDLK_w:
keys[0] = isPressed;
break;
case SDLK_a:
keys[1] = isPressed;
break;
case SDLK_s:
keys[2] = isPressed;
break;
case SDLK_d:
keys[3] = isPressed;
break;
case SDLK_h:
if (isPressed) showHitboxes = !showHitboxes;
break;
}
}
}
void InGameState::update() {
checkCollision();
if (rand() % 100 == 0) createOpponent();
if (time(nullptr) - startTime > 5) {
startTime = time(nullptr);
spawnItem(Type::HEALTH);
}
for (Opponent& o : opponents) {
o.move(10);
}
if (keys[0]) player.moveY(-20);
if (keys[1]) player.moveX(-20);
if (keys[2]) player.moveY(20);
if (keys[3]) player.moveX(20);
}
void InGameState::render(SDL_Renderer* renderer) {
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE);
SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png");
drawTexture(renderer, background, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
SDL_Texture* playerTexture = IMG_LoadTexture(renderer, "./res/player.png");
renderPlayer(renderer, playerTexture, this->player);
SDL_Texture* opponentTexture = IMG_LoadTexture(renderer, "./res/opponent.png");
for (Opponent o : this->opponents) {
renderOpponent(renderer, opponentTexture, o);
}
for (Item i : this->items) {
renderItem(renderer, i);
}
SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png");
renderHUD(renderer, heart);
TTF_Font* font = TTF_OpenFont("./res/font.ttf", 24);
drawText(renderer, font, "h: " + std::to_string(player.health), 30 * 3 + 15 + 10, 10);
SDL_DestroyTexture(playerTexture);
SDL_DestroyTexture(opponentTexture);
SDL_DestroyTexture(heart);
SDL_RenderPresent(renderer);
}

41
src/states/InGameState.h Normal file
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#include "../entities/Opponent.h"
#include "GameState.h"
#include <vector>
#include <SDL2/SDL_image.h>
enum class Type {
HEALTH,
DAMAGE
};
struct Item {
int x;
int y;
Type type;
};
class InGameState final : public GameState {
Player player;
std::vector<Opponent> opponents;
std::vector<Item> items;
int startTime = 0;
bool showHitboxes = false;
void renderPlayer(SDL_Renderer* renderer, SDL_Texture* player, Player p) const;
public:
void init() override;
void handleEvents(SDL_Event& event) override;
void update() override;
void render(SDL_Renderer* renderer) override;
void spawnItem(Type type);
void createOpponent();
void checkCollision();
void renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const;
void renderItem(SDL_Renderer* renderer, Item i) const;
void renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const;
};

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#include "MainMenuState.h"
#include <iostream>
void MainMenuState::handleEvents(SDL_Event& event) {
if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_RETURN:
std::cout << "Switching to game state\n";
this->changeRoom("game");
break;
case SDLK_ESCAPE:
std::cout << "Exiting game\n";
this->changeRoom("exit");
break;
default:
break;
}
}
}
void MainMenuState::render(SDL_Renderer* renderer) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}

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#include "GameState.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
class MainMenuState final : public GameState {
public:
void init() override;
void handleEvents(SDL_Event& event) override;
void update() override;
void render(SDL_Renderer* renderer) override;
};