Add hitbox system
This commit is contained in:
parent
67426218fc
commit
f9774c8145
58
Game.cpp
58
Game.cpp
@ -34,7 +34,12 @@ for (int i = 0; i < opponents.size(); i++) {
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opponents.erase(opponents.begin() + i);
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opponents.erase(opponents.begin() + i);
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}
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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.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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player.health--;
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player.health--;
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} else {
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// TODO: Game over sccreen
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}
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opponents.erase(opponents.begin() + i);
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opponents.erase(opponents.begin() + i);
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}
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}
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}
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}
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@ -42,11 +47,7 @@ for (int i = 0; i < opponents.size(); i++) {
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void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
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void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_Rect bgRect;
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SDL_Rect bgRect = {0, 0, 30 * 3 + 15, 40};
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bgRect.x = 0;
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bgRect.y = 0;
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bgRect.w = 30 * 3 + 15;
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bgRect.h = 40;
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SDL_RenderFillRect(renderer, &bgRect);
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SDL_RenderFillRect(renderer, &bgRect);
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for (int i = 0; i < this->player.health; i++) {
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for (int i = 0; i < this->player.health; i++) {
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@ -54,8 +55,14 @@ void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
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}
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}
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}
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}
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void Game::renderPlayer(SDL_Renderer *renderer, SDL_Texture *player, Player p) {
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void Game::renderPlayer(SDL_Renderer *renderer, SDL_Texture *playerTexture, Player p) {
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drawTexture(renderer, player, p.x, p.y, 80, 96);
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drawTexture(renderer, playerTexture, p.x, p.y, 80, 96);
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if (showHitboxes) {
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_Rect hitbox = {p.x, p.y, 80, 96};
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SDL_RenderDrawRect(renderer, &hitbox);
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}
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}
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}
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void Game::createOpponent() {
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void Game::createOpponent() {
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@ -92,9 +99,14 @@ void Game::createOpponent() {
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opponents.push_back(o);
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opponents.push_back(o);
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}
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}
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void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture, Opponent o) {
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drawTexture(renderer, opponentTexture, o.x, o.y, 80, 96);
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void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponent, Player p) {
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if (showHitboxes) {
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drawTexture(renderer, opponent, p.x, p.y, 80, 96);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_Rect hitbox = {o.x, o.y, 80, 96};
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SDL_RenderDrawRect(renderer, &hitbox);
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}
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}
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}
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void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) {
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void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) {
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@ -104,25 +116,24 @@ void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) {
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drawTexture(renderer, bg, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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drawTexture(renderer, bg, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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SDL_Texture *player = IMG_LoadTexture(renderer, "./res/player.png");
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SDL_Texture *playerTexture = IMG_LoadTexture(renderer, "./res/player.png");
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renderPlayer(renderer, player, this->player);
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renderPlayer(renderer, playerTexture, this->player);
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SDL_Texture *opponent = IMG_LoadTexture(renderer, "./res/opponent.png");
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SDL_Texture *opponentTexture = IMG_LoadTexture(renderer, "./res/opponent.png");
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for (Opponent o: this->opponents) {
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for (Opponent o: this->opponents) {
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renderOpponent(renderer, opponent, o);
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renderOpponent(renderer, opponentTexture, o);
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}
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}
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SDL_Texture *heart = IMG_LoadTexture(renderer, "./res/heart.png");
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SDL_Texture *heart = IMG_LoadTexture(renderer, "./res/heart.png");
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renderHUD(renderer, heart);
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renderHUD(renderer, heart);
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TTF_Init();
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TTF_Init();
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TTF_Font *font = TTF_OpenFont("./res/Arial.ttf", 24);
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TTF_Font *font = TTF_OpenFont("./res/font.ttf", 24);
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drawText(renderer, font, "Time: " + std::to_string(timeMultiplier), 30 * 3 + 15 + 10, 10, 100, 30);
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drawText(renderer, font, "h: " + std::to_string(player.health), 30 * 3 + 15 + 10, 10);
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SDL_DestroyTexture(player);
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SDL_DestroyTexture(playerTexture);
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SDL_DestroyTexture(opponent);
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SDL_DestroyTexture(opponentTexture);
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SDL_DestroyTexture(heart);
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SDL_DestroyTexture(heart);
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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@ -158,6 +169,9 @@ void Game::run() {
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case SDLK_d:
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case SDLK_d:
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keys[3] = isPressed;
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keys[3] = isPressed;
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break;
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break;
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case SDLK_h:
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if (isPressed) showHitboxes = !showHitboxes;
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break;
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}
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}
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}
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}
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}
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}
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@ -169,14 +183,12 @@ void Game::run() {
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checkCollision();
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checkCollision();
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if (rand() % 50 == 0) createOpponent();
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if (rand() % 100 == 0) createOpponent();
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for (int i = 0; i < opponents.size(); i++) {
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for (Opponent &o: opponents) {
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opponents[i].move(timeMultiplier);
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o.move(10);
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}
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}
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timeMultiplier= (int) (time(nullptr) - startTime) / 10 + 1;
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render(renderer, background);
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render(renderer, background);
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SDL_Delay(16);
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SDL_Delay(16);
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}
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}
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8
Game.h
8
Game.h
@ -11,7 +11,7 @@ class Player {
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public:
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public:
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int x = 40;
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int x = 40;
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int y = 40;
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int y = 40;
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int health = 3;
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int unsigned health = 3;
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void moveX(int dx);
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void moveX(int dx);
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void moveY(int dy);
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void moveY(int dy);
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@ -28,16 +28,18 @@ public:
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class Game {
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class Game {
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Player player;
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Player player;
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std::vector<Opponent> opponents;
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std::vector<Opponent> opponents;
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int timeMultiplier = 1;
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bool showHitboxes = false;
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void renderPlayer(SDL_Renderer *renderer, SDL_Texture *player, Player p);
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void renderPlayer(SDL_Renderer *renderer, SDL_Texture *player, Player p);
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void renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponent, Player p);
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public:
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public:
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void createOpponent();
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void createOpponent();
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void checkCollision();
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void checkCollision();
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void renderHUD(SDL_Renderer *renderer, SDL_Texture *heart);
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void renderHUD(SDL_Renderer *renderer, SDL_Texture *heart);
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void render(SDL_Renderer *renderer, SDL_Texture *bg);
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void render(SDL_Renderer *renderer, SDL_Texture *bg);
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void run();
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void run();
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void renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture, Opponent o);
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};
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};
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