Compare commits
15 Commits
5847d5eb00
...
1.0.0
Author | SHA1 | Date | |
---|---|---|---|
128163df2a | |||
e5dc74257e | |||
86feca9943 | |||
ef72acbf0b | |||
69a957c6f6 | |||
cc96b2aa1b | |||
6ecbda7b44 | |||
38bf6601ed | |||
824dd9e1f2 | |||
03aadf4163 | |||
0ff02760f2 | |||
0c85c17b0d | |||
50ffe0f575 | |||
7401610cd0 | |||
d0c8bfa491 |
@ -10,11 +10,20 @@ 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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src/main.cpp
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src/Renderer.cpp
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src/Renderer.h
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src/states/GameState.h
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src/states/InGameState.cpp
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src/states/InGameState.h
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src/states/MainMenuState.cpp
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src/states/MainMenuState.h
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src/entities/Player.cpp
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src/entities/Player.h
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src/entities/Opponent.cpp
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src/entities/Opponent.h
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src/states/EndingState.cpp
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src/states/EndingState.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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259
Game.cpp
259
Game.cpp
@ -1,259 +0,0 @@
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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 Game::spawnItem(Type type) {
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Item item{};
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item.type = type;
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item.x = rand() % WINDOW_WIDTH;
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item.y = rand() % WINDOW_HEIGHT;
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items.push_back(item);
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}
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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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if (player.health > 0) {
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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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}
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opponents.erase(opponents.begin() + i);
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}
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}
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for (int i = 0; i < items.size(); i++) {
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Item item = items[i];
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if (player.x < item.x + 24 && player.x + 80 > item.x && player.y < item.y + 24 && player.y + 96 > item.y) {
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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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player.health++;
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}
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break;
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case Type::DAMAGE:
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player.health--;
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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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void Game::renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_Rect bgRect = {0, 0, 30 * 3 + 15, 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* playerTexture, Player p) const {
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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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void Game::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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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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SDL_DestroyTexture(itemTexture);
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break;
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case Type::DAMAGE:
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drawTexture(renderer, itemTexture, i.x, i.y, 24, 24);
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SDL_DestroyTexture(itemTexture);
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break;
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default: break;
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}
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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 = {i.x, i.y, 24, 24};
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SDL_RenderDrawRect(renderer, &hitbox);
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}
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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* opponentTexture, Opponent o) const {
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drawTexture(renderer, opponentTexture, o.x, o.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 = {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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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* playerTexture = IMG_LoadTexture(renderer, "./res/player.png");
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renderPlayer(renderer, playerTexture, this->player);
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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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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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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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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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TTF_Init();
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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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keys[3] = isPressed;
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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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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() % 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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}
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for (Opponent& o : opponents) {
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o.move(10);
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}
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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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36
Helper.cpp
36
Helper.cpp
@ -1,36 +0,0 @@
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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) {
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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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TTF_SizeText(font, text.c_str(), &dist.w, &dist.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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}
|
10
Helper.h
10
Helper.h
@ -1,10 +0,0 @@
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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);
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#endif
|
9
Main.cpp
9
Main.cpp
@ -1,9 +0,0 @@
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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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}
|
46
README.md
46
README.md
@ -1,3 +1,45 @@
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# ObstacleGame
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<br />
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<div align="center">
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<a href="https://git.gnm.dev/Mathias/ObstacleGame/">
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<img src="https://git.gnm.dev/Mathias/ObstacleGame/raw/branch/main/res/logo.png" alt="Logo" width="200">
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</a>
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</div>
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Entwickelt für die Berufschule: Ein Spiel, in welchem du Gegnern ausweichen musst.
|
||||
|
||||
## 🎮 Obstacle Game
|
||||
|
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Entwickelt für die Berufschule: Ein Spiel, in welchem du Gegnern ausweichen musst. Geschrieben in C++ mit der SDL2 Library.
|
||||
|
||||
### ⬇️ Installation
|
||||
|
||||
1. Klone das Repository
|
||||
```sh
|
||||
git clone https://git.gnm.dev/Mathias/ObstacleGame.git
|
||||
```
|
||||
|
||||
2. Installer SDL2, SDL2_image, SDL2_ttf, SDL2_mixer
|
||||
```sh
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sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev libsdl2-mixer-dev
|
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```
|
||||
|
||||
3. Installer CMake
|
||||
```sh
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||||
sudo apt-get install cmake
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||||
```
|
||||
|
||||
4. Baue das Projekt
|
||||
```sh
|
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mkdir build
|
||||
cd build
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cmake ..
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||||
make
|
||||
```
|
||||
|
||||
5. Starte das Spiel
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||||
```sh
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./ObstacleGame
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||||
```
|
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|
||||
### 📝 License
|
||||
|
||||
Distributed under the MIT License. See `LICENSE` for more information.
|
||||
|
BIN
res/logo.png
Normal file
BIN
res/logo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 397 KiB |
70
src/Renderer.cpp
Normal file
70
src/Renderer.cpp
Normal file
@ -0,0 +1,70 @@
|
||||
#include "Renderer.h"
|
||||
|
||||
void drawCircle(SDL_Renderer *renderer, int32_t centreX, int32_t centreY, int32_t radius) {
|
||||
const int32_t diameter = (radius * 2);
|
||||
|
||||
int32_t x = (radius - 1);
|
||||
int32_t y = 0;
|
||||
int32_t tx = 1;
|
||||
int32_t ty = 1;
|
||||
int32_t error = (tx - diameter);
|
||||
|
||||
while (x >= y) {
|
||||
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
|
||||
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
|
||||
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
|
||||
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
|
||||
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
|
||||
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
|
||||
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
|
||||
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
|
||||
|
||||
if (error <= 0) {
|
||||
y++;
|
||||
error += ty;
|
||||
ty += 2;
|
||||
}
|
||||
|
||||
if (error > 0) {
|
||||
x--;
|
||||
tx += 2;
|
||||
error += (tx - diameter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_Color color) {
|
||||
SDL_Surface *surface = TTF_RenderText_Solid(font, text.c_str(), color);
|
||||
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);
|
||||
}
|
14
src/Renderer.h
Normal file
14
src/Renderer.h
Normal file
@ -0,0 +1,14 @@
|
||||
#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, std::string text, int x, int y, SDL_Color color);
|
||||
void drawCircle(SDL_Renderer *renderer, int32_t centreX, int32_t centreY, int32_t radius);
|
||||
|
||||
#endif
|
8
src/entities/Opponent.cpp
Normal file
8
src/entities/Opponent.cpp
Normal file
@ -0,0 +1,8 @@
|
||||
#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
8
src/entities/Opponent.h
Normal file
@ -0,0 +1,8 @@
|
||||
#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
13
src/entities/Player.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#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
11
src/entities/Player.h
Normal file
@ -0,0 +1,11 @@
|
||||
#include "../Renderer.h"
|
||||
|
||||
class Player {
|
||||
public:
|
||||
int x = 40;
|
||||
int y = 40;
|
||||
int unsigned health = 3;
|
||||
|
||||
void moveX(int dx);
|
||||
void moveY(int dy);
|
||||
};
|
68
src/main.cpp
Normal file
68
src/main.cpp
Normal file
@ -0,0 +1,68 @@
|
||||
#include "states/GameState.h"
|
||||
#include "states/MainMenuState.h"
|
||||
#include "states/InGameState.h"
|
||||
#include "states/EndingState.h"
|
||||
#include "Renderer.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <iostream>
|
||||
|
||||
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_SOFTWARE);
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<GameState>> states;
|
||||
states["main_menu"] = std::make_shared<MainMenuState>();
|
||||
states["game"] = std::make_shared<InGameState>();
|
||||
states["ending"] = std::make_shared<EndingState>();
|
||||
|
||||
std::shared_ptr<GameState> currentState = states["main_menu"];
|
||||
|
||||
Uint64 NOW = SDL_GetPerformanceCounter();
|
||||
Uint64 LAST = 0;
|
||||
double deltaTime = 0;
|
||||
|
||||
currentState->init();
|
||||
|
||||
bool running = true;
|
||||
while (running) {
|
||||
LAST = NOW;
|
||||
NOW = SDL_GetPerformanceCounter();
|
||||
|
||||
deltaTime = (double)((NOW - LAST)*1000 / (double)SDL_GetPerformanceFrequency() );
|
||||
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
running = false;
|
||||
}
|
||||
currentState->handleEvents(event);
|
||||
}
|
||||
|
||||
currentState->update();
|
||||
currentState->render(renderer, deltaTime);
|
||||
|
||||
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_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
TTF_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
43
src/states/EndingState.cpp
Normal file
43
src/states/EndingState.cpp
Normal file
@ -0,0 +1,43 @@
|
||||
#include "EndingState.h"
|
||||
#include "../Renderer.h"
|
||||
#include <iostream>
|
||||
#include <SDL_image.h>
|
||||
|
||||
int score = 0;
|
||||
|
||||
void EndingState::init() {
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
std::cout << "Ending state initialized\n";
|
||||
score = SDL_GetTicks() / 100;
|
||||
}
|
||||
|
||||
void EndingState::handleEvents(SDL_Event& event) {
|
||||
if (event.type == SDL_KEYDOWN) {
|
||||
switch (event.key.keysym.sym) {
|
||||
case SDLK_ESCAPE:
|
||||
std::cout << "Exiting game\n";
|
||||
this->changeRoom("exit");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EndingState::update() {
|
||||
|
||||
}
|
||||
|
||||
void EndingState::render(SDL_Renderer* renderer, double deltaTime) {
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
TTF_Font *font = TTF_OpenFont("./res/font.ttf", 24);
|
||||
drawText(renderer, font, "GAME OVER",
|
||||
WINDOW_WIDTH / 2 - 100, WINDOW_HEIGHT / 2 - 50, {255, 0, 0, SDL_ALPHA_OPAQUE});
|
||||
|
||||
drawText(renderer, font, "Score: " + std::to_string(score),
|
||||
WINDOW_WIDTH / 2 - 120, WINDOW_HEIGHT / 2, {255, 255, 255, SDL_ALPHA_OPAQUE});
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
11
src/states/EndingState.h
Normal file
11
src/states/EndingState.h
Normal file
@ -0,0 +1,11 @@
|
||||
#include "GameState.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
|
||||
class EndingState final : public GameState {
|
||||
public:
|
||||
void init() override;
|
||||
void handleEvents(SDL_Event& event) override;
|
||||
void update() override;
|
||||
void render(SDL_Renderer* renderer, double deltaTime) override;
|
||||
};
|
32
src/states/GameState.h
Normal file
32
src/states/GameState.h
Normal file
@ -0,0 +1,32 @@
|
||||
#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, double deltaTime) = 0;
|
||||
|
||||
void changeRoom(const std::string& stateName) {
|
||||
nextStateName = stateName;
|
||||
}
|
||||
|
||||
std::string getNextState() const {
|
||||
return nextStateName;
|
||||
}
|
||||
|
||||
void clearNextState() {
|
||||
nextStateName.clear();
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
258
src/states/InGameState.cpp
Normal file
258
src/states/InGameState.cpp
Normal file
@ -0,0 +1,258 @@
|
||||
#include "InGameState.h"
|
||||
#include <iostream>
|
||||
|
||||
bool keys[4] = {false, false, false, false};
|
||||
|
||||
SDL_Rect InGameState::getPlayerHitbox(const Player& player) const {
|
||||
return {player.x + 20, player.y + 20, 40, 56};
|
||||
}
|
||||
|
||||
SDL_Rect InGameState::getItemHitbox(const Item& item) const {
|
||||
return {item.x, item.y, 24, 24};
|
||||
}
|
||||
|
||||
SDL_Rect InGameState::getOpponentHitbox(const Opponent& opponent) const {
|
||||
return {opponent.x, opponent.y, 80, 96};
|
||||
}
|
||||
|
||||
void InGameState::spawnItem(Type type) {
|
||||
Item item{};
|
||||
item.type = type;
|
||||
item.x = rand() % WINDOW_WIDTH;
|
||||
item.y = rand() % WINDOW_HEIGHT;
|
||||
|
||||
for (const Item i : items) {
|
||||
if (i.type == type) return;
|
||||
}
|
||||
|
||||
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 = getPlayerHitbox(p);
|
||||
SDL_RenderDrawRect(renderer, &hitbox);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void InGameState::checkCollision() {
|
||||
for (int i = 0; i < opponents.size(); i++) {
|
||||
Opponent o = opponents[i];
|
||||
SDL_Rect opponentHitbox = getOpponentHitbox(o);
|
||||
SDL_Rect playerHitbox = getPlayerHitbox(player);
|
||||
|
||||
if (o.x == o.targetX && o.y == o.targetY) {
|
||||
opponents.erase(opponents.begin() + i);
|
||||
} else if (SDL_HasIntersection(&playerHitbox, &opponentHitbox)) {
|
||||
if (player.health > 1) {
|
||||
player.health--;
|
||||
} else {
|
||||
this->changeRoom("ending");
|
||||
}
|
||||
opponents.erase(opponents.begin() + i);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < items.size(); i++) {
|
||||
Item item = items[i];
|
||||
SDL_Rect itemHitbox = getItemHitbox(item);
|
||||
SDL_Rect playerHitbox = getPlayerHitbox(player);
|
||||
|
||||
if (SDL_HasIntersection(&playerHitbox, &itemHitbox)) {
|
||||
switch (item.type) {
|
||||
case Type::HEALTH:
|
||||
if (player.health < 3) {
|
||||
player.health++;
|
||||
items.erase(items.begin() + i);
|
||||
}
|
||||
break;
|
||||
case Type::DAMAGE:
|
||||
player.health--;
|
||||
items.erase(items.begin() + i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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");
|
||||
drawTexture(renderer, itemTexture, i.x, i.y, 24, 24);
|
||||
SDL_DestroyTexture(itemTexture);
|
||||
|
||||
if (showHitboxes) {
|
||||
SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
|
||||
SDL_Rect hitbox = getItemHitbox(i);
|
||||
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 = getOpponentHitbox(o);
|
||||
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);
|
||||
}
|
||||
|
||||
TTF_Font *font = TTF_OpenFont("./res/font.ttf", 24);
|
||||
int score = SDL_GetTicks() / 100;
|
||||
|
||||
int marginL = 90;
|
||||
if (score > 9) marginL = 70;
|
||||
if (score > 99) marginL = 50;
|
||||
if (score > 999) marginL = 20;
|
||||
if (score > 9999) marginL = 0;
|
||||
|
||||
SDL_Rect highRect = {WINDOW_WIDTH - 120 + marginL - 10, 0, 120, 40};
|
||||
SDL_RenderFillRect(renderer, &highRect);
|
||||
|
||||
|
||||
drawText(renderer, font, std::to_string(score),WINDOW_WIDTH - 120 + marginL, 10,
|
||||
{255, 255, 255, SDL_ALPHA_OPAQUE});
|
||||
TTF_CloseFont(font);
|
||||
}
|
||||
|
||||
void InGameState::init() {
|
||||
std::cout << "Game state initialized\n";
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
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(3);
|
||||
}
|
||||
|
||||
int speed = 10;
|
||||
if (keys[0]) player.moveY(speed * -1);
|
||||
if (keys[1]) player.moveX(speed * -1);
|
||||
if (keys[2]) player.moveY(speed);
|
||||
if (keys[3]) player.moveX(speed);
|
||||
}
|
||||
|
||||
void InGameState::render(SDL_Renderer* renderer, double deltaTime) {
|
||||
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);
|
||||
|
||||
for (Item i : this->items) {
|
||||
renderItem(renderer, i);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png");
|
||||
renderHUD(renderer, heart);
|
||||
|
||||
SDL_DestroyTexture(playerTexture);
|
||||
SDL_DestroyTexture(opponentTexture);
|
||||
SDL_DestroyTexture(heart);
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
@ -1,22 +1,11 @@
|
||||
#ifndef INGAME_STATE_H
|
||||
#define INGAME_STATE_H
|
||||
|
||||
#include "../entities/Opponent.h"
|
||||
#include "GameState.h"
|
||||
#include <vector>
|
||||
#include <time.h>
|
||||
|
||||
#ifndef CPP_LEARNING_GAME_H
|
||||
#define CPP_LEARNING_GAME_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
|
||||
class Player {
|
||||
public:
|
||||
int x = 40;
|
||||
int y = 40;
|
||||
int unsigned health = 3;
|
||||
|
||||
void moveX(int dx);
|
||||
void moveY(int dy);
|
||||
};
|
||||
|
||||
enum class Type {
|
||||
HEALTH,
|
||||
DAMAGE
|
||||
@ -29,33 +18,34 @@ struct Item {
|
||||
Type type;
|
||||
};
|
||||
|
||||
class Opponent : public Player {
|
||||
public:
|
||||
int targetX = 0;
|
||||
int targetY = 0;
|
||||
void move(int multiplier);
|
||||
};
|
||||
|
||||
class Game {
|
||||
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, double deltaTime) override;
|
||||
|
||||
SDL_Rect getPlayerHitbox(const Player &player) const;
|
||||
SDL_Rect getOpponentHitbox(const Opponent& o) const;
|
||||
SDL_Rect getItemHitbox(const Item& i) const;
|
||||
|
||||
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 render(SDL_Renderer* renderer, SDL_Texture* bg);
|
||||
void run();
|
||||
|
||||
void renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif
|
76
src/states/MainMenuState.cpp
Normal file
76
src/states/MainMenuState.cpp
Normal file
@ -0,0 +1,76 @@
|
||||
#include "MainMenuState.h"
|
||||
#include <iostream>
|
||||
#include <SDL_image.h>
|
||||
|
||||
#include "../Renderer.h"
|
||||
|
||||
int mouseX = 0;
|
||||
int mouseY = 0;
|
||||
|
||||
int randomR = 255;
|
||||
int randomG = 255;
|
||||
int randomB = 255;
|
||||
|
||||
int randomSkip = 0;
|
||||
|
||||
void MainMenuState::update() {
|
||||
// hide cursor
|
||||
}
|
||||
|
||||
void MainMenuState::init() {
|
||||
std::cout << "Main menu state initialized\n";
|
||||
SDL_ShowCursor(SDL_DISABLE);
|
||||
}
|
||||
|
||||
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";
|
||||
break;
|
||||
case SDLK_ESCAPE:
|
||||
std::cout << "Exiting game\n";
|
||||
this->changeRoom("exit");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||||
this->changeRoom("game");
|
||||
}
|
||||
|
||||
if (event.type == SDL_MOUSEMOTION) {
|
||||
mouseX = event.motion.x;
|
||||
mouseY = event.motion.y;
|
||||
}
|
||||
}
|
||||
|
||||
void MainMenuState::render(SDL_Renderer* renderer, double deltaTime) {
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
SDL_Texture* title = IMG_LoadTexture(renderer, "./res/logo.png");
|
||||
|
||||
drawTexture(renderer, title, WINDOW_WIDTH/2-115, 100, 230, 125);
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
|
||||
drawCircle(renderer, mouseX, mouseY, 10);
|
||||
TTF_Font *font = TTF_OpenFont("./res/font.ttf", 24);
|
||||
|
||||
while (randomSkip == 30) {
|
||||
randomR = rand() % 200 + 55;
|
||||
randomG = rand() % 200 + 55;
|
||||
randomB = rand() % 200 + 55;
|
||||
randomSkip = 0;
|
||||
}
|
||||
|
||||
drawText(renderer, font, "Click to Start", WINDOW_WIDTH/2-160, 320, {randomR, randomG, randomB, SDL_ALPHA_OPAQUE});
|
||||
|
||||
randomSkip++;
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
SDL_Delay(deltaTime < 16 ? 16 - deltaTime : 0);
|
||||
}
|
16
src/states/MainMenuState.h
Normal file
16
src/states/MainMenuState.h
Normal file
@ -0,0 +1,16 @@
|
||||
#ifndef MAIN_MNU_STATE_H
|
||||
#define MAIN_MNU_STATE_H
|
||||
|
||||
#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, double deltaTime) override;
|
||||
};
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user