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77c0428112
Author | SHA1 | Date | |
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77c0428112 | |||
f7024acddf | |||
76871e5ec0 | |||
4f0842b2d0 | |||
2ce8a39d67 | |||
5f85da51ea | |||
9f27fbee68 | |||
7db832ce70 | |||
ba0dbe59e2 | |||
7f31271a8d |
2
.gitignore
vendored
2
.gitignore
vendored
@ -32,3 +32,5 @@
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*.out
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*.app
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# IDE files
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.idea/
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20
CMakeLists.txt
Normal file
20
CMakeLists.txt
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@ -0,0 +1,20 @@
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cmake_minimum_required(VERSION 3.10)
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project(Obstacle)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED True)
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find_package(SDL2 REQUIRED)
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find_package(SDL2_image REQUIRED)
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find_package(SDL2_ttf REQUIRED)
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add_executable(Obstacle
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Main.cpp
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Game.cpp
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Game.h
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Helper.cpp
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Helper.h
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)
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target_link_libraries(Obstacle SDL2::SDL2 SDL2_image::SDL2_image SDL2_ttf::SDL2_ttf)
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186
Game.cpp
Normal file
186
Game.cpp
Normal file
@ -0,0 +1,186 @@
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#include "Game.h"
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#include "Helper.h"
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#include <algorithm>
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#include <string>
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#define WINDOW_WIDTH 700
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#define WINDOW_HEIGHT 500
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bool keys[4] = {false, false, false, false};
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void Opponent::move(int timeMultiplier) {
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if (this->x < this->targetX) this->x += timeMultiplier;
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if (this->x > this->targetX) this->x -= timeMultiplier;
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if (this->y < this->targetY) this->y += timeMultiplier;
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if (this->y > this->targetY) this->y -= timeMultiplier;
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}
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void Player::moveX(int dx) {
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if (x + dx < 0 || x + dx > WINDOW_WIDTH - 80) return;
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if (y < 40 && this->x + dx < 30 * 3 + 15) return;
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x += dx;
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}
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void Player::moveY(int dy) {
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if (y + dy < 0 || y + dy > WINDOW_HEIGHT - 96) return;
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if (y + dy < 40 && this->x < 30 * 3 + 15) return;
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y += dy;
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}
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void Game::checkCollision() {
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for (int i = 0; i < opponents.size(); i++) {
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Opponent o = opponents[i];
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if (o.x == o.targetX && o.y == o.targetY) {
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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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player.health--;
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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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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_Rect bgRect;
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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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for (int i = 0; i < this->player.health; i++) {
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drawTexture(renderer, heart, 10 + i * 30, 10, 24, 24);
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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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drawTexture(renderer, player, p.x, p.y, 80, 96);
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}
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void Game::createOpponent() {
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Opponent o;
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int edge = rand() % 4;
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switch (edge) {
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case 0:
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o.x = rand() % WINDOW_WIDTH;
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o.y = -96;
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o.targetY = WINDOW_HEIGHT + 96;
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o.targetX = rand() % WINDOW_WIDTH;
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break;
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case 1:
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o.x = rand() % WINDOW_WIDTH;
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o.y = WINDOW_HEIGHT;
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o.targetY = -96;
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o.targetX = rand() % WINDOW_WIDTH;
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break;
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case 2:
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o.x = -80;
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o.y = rand() % WINDOW_HEIGHT;
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o.targetX = WINDOW_WIDTH + 80;
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o.targetY = rand() % WINDOW_HEIGHT;
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break;
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case 3:
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o.x = WINDOW_WIDTH;
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o.y = rand() % WINDOW_HEIGHT;
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o.targetX = -80;
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o.targetY = rand() % WINDOW_HEIGHT;
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break;
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}
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opponents.push_back(o);
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}
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void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponent, Player p) {
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drawTexture(renderer, opponent, p.x, p.y, 80, 96);
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}
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void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) {
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE);
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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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renderPlayer(renderer, player, this->player);
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SDL_Texture *opponent = IMG_LoadTexture(renderer, "./res/opponent.png");
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for (Opponent o: this->opponents) {
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renderOpponent(renderer, opponent, o);
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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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TTF_Init();
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TTF_Font *font = TTF_OpenFont("./res/Arial.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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SDL_DestroyTexture(player);
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SDL_DestroyTexture(opponent);
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SDL_DestroyTexture(heart);
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SDL_RenderPresent(renderer);
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}
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void Game::run() {
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SDL_Window *window = SDL_CreateWindow("Obstacle Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
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SDL_Texture *background = IMG_LoadTexture(renderer, "./res/background.png");
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int startTime = time(nullptr);
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bool gameOpen = true;
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while (gameOpen) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) gameOpen = false;
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if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) {
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bool isPressed = (event.type == SDL_KEYDOWN);
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switch (event.key.keysym.sym) {
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case SDLK_w:
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keys[0] = isPressed;
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break;
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case SDLK_a:
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keys[1] = isPressed;
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break;
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case SDLK_s:
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keys[2] = isPressed;
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break;
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case SDLK_d:
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break;
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}
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}
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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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checkCollision();
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if (rand() % 50 == 0) createOpponent();
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for (int i = 0; i < opponents.size(); i++) {
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opponents[i].move(timeMultiplier);
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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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SDL_Delay(16);
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}
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SDL_DestroyTexture(background);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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}
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44
Game.h
Normal file
44
Game.h
Normal file
@ -0,0 +1,44 @@
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#include <vector>
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#include <time.h>
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#ifndef CPP_LEARNING_GAME_H
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#define CPP_LEARNING_GAME_H
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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class Player {
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public:
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int x = 40;
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int y = 40;
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int health = 3;
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void moveX(int dx);
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void moveY(int dy);
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};
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class Opponent: public Player {
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public:
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int targetX = 0;
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int targetY = 0;
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void move(int multiplier);
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};
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class Game {
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Player player;
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std::vector<Opponent> opponents;
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int timeMultiplier = 1;
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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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void createOpponent();
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void checkCollision();
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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 run();
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};
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#endif
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36
Helper.cpp
Normal file
36
Helper.cpp
Normal file
@ -0,0 +1,36 @@
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#include "Helper.h"
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void drawTexture(SDL_Renderer *renderer, SDL_Texture *texture, int x, int y, int w, int h) {
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SDL_Rect src;
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src.x = 0;
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src.y = 0;
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SDL_QueryTexture(texture, nullptr, nullptr, &src.w, &src.h);
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SDL_Rect dist;
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dist.x = x;
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dist.y = y;
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dist.w = w;
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dist.h = h;
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SDL_RenderCopy(renderer, texture, &src, &dist);
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}
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void drawText(SDL_Renderer *renderer, TTF_Font *font, const std::string text, int x, int y, int w, int h) {
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SDL_Surface *surface = TTF_RenderText_Solid(font, text.c_str(), {255, 255, 255});
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_Rect src;
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src.x = 0;
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src.y = 0;
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SDL_QueryTexture(texture, nullptr, nullptr, &src.w, &src.h);
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SDL_Rect dist;
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dist.x = x;
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dist.y = y;
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dist.w = w;
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dist.h = h;
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SDL_RenderCopy(renderer, texture, &src, &dist);
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SDL_FreeSurface(surface);
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SDL_DestroyTexture(texture);
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}
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Helper.h
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10
Helper.h
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#ifndef CPP_LEARNING_HELPER_H
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#define CPP_LEARNING_HELPER_H
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_ttf.h>
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#include <string>
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void drawTexture(SDL_Renderer *renderer, SDL_Texture *texture, int x, int y, int w, int h);
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void drawText(SDL_Renderer *renderer, TTF_Font *font, const std::string text, int x, int y, int w, int h);
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#endif
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9
Main.cpp
Normal file
9
Main.cpp
Normal file
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#include "Game.h"
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using namespace std;
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int main() {
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Game game{};
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game.run();
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}
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BIN
res/Arial.ttf
Normal file
BIN
res/Arial.ttf
Normal file
Binary file not shown.
BIN
res/background.png
Normal file
BIN
res/background.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 442 KiB |
BIN
res/heart.png
Normal file
BIN
res/heart.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 193 B |
BIN
res/opponent.png
Normal file
BIN
res/opponent.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 27 KiB |
BIN
res/player.png
Normal file
BIN
res/player.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 60 KiB |
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Block a user