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2 Commits

Author SHA1 Message Date
7401610cd0 Update CMakeLists.txt 2024-11-25 21:59:14 +01:00
d0c8bfa491 Make codebase modular 2024-11-25 21:59:07 +01:00
14 changed files with 280 additions and 162 deletions

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@ -10,11 +10,18 @@ find_package(SDL2_image REQUIRED)
find_package(SDL2_ttf REQUIRED)
add_executable(Obstacle
Main.cpp
Game.cpp
Game.h
Helper.cpp
Helper.h
src/main.cpp
src/Renderer.cpp
src/Renderer.h
src/states/GameState.h
src/states/InGameState.cpp
src/states/InGameState.h
src/states/MainMenuState.cpp
src/states/MainMenuState.h
src/entities/Player.cpp
src/entities/Player.h
src/entities/Opponent.cpp
src/entities/Opponent.h
)
target_link_libraries(Obstacle SDL2::SDL2 SDL2_image::SDL2_image SDL2_ttf::SDL2_ttf)

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@ -1,9 +0,0 @@
#include "Game.h"
using namespace std;
int main() {
Game game{};
game.run();
}

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@ -1,4 +1,5 @@
#include "Helper.h"
#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;

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@ -4,6 +4,9 @@
#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);

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@ -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
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@ -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
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@ -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
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@ -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);
};

56
src/main.cpp Normal file
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@ -0,0 +1,56 @@
#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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@ -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) = 0;
void changeRoom(const std::string& stateName) {
nextStateName = stateName;
}
std::string getNextState() const {
return nextStateName;
}
void clearNextState() {
nextStateName.clear();
}
};
#endif

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@ -1,14 +1,9 @@
#include "Game.h"
#include "Helper.h"
#include <algorithm>
#include <string>
#define WINDOW_WIDTH 700
#define WINDOW_HEIGHT 500
#include "InGameState.h"
#include <iostream>
bool keys[4] = {false, false, false, false};
void Game::spawnItem(Type type) {
void InGameState::spawnItem(Type type) {
Item item{};
item.type = type;
item.x = rand() % WINDOW_WIDTH;
@ -17,26 +12,17 @@ void Game::spawnItem(Type type) {
items.push_back(item);
}
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;
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 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;
}
void Game::checkCollision() {
void InGameState::checkCollision() {
for (int i = 0; i < opponents.size(); i++) {
Opponent o = opponents[i];
if (o.x == o.targetX && o.y == o.targetY) {
@ -73,27 +59,7 @@ void Game::checkCollision() {
}
}
void Game::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 Game::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 Game::renderItem(SDL_Renderer* renderer, Item i) const {
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:
@ -115,7 +81,7 @@ void Game::renderItem(SDL_Renderer* renderer, Item i) const {
}
}
void Game::createOpponent() {
void InGameState::createOpponent() {
Opponent o;
int edge = rand() % 4;
@ -149,7 +115,7 @@ void Game::createOpponent() {
opponents.push_back(o);
}
void Game::renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const {
void InGameState::renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const {
drawTexture(renderer, opponentTexture, o.x, o.y, 80, 96);
if (showHitboxes) {
@ -159,12 +125,83 @@ void Game::renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture,
}
}
void Game::render(SDL_Renderer* renderer, SDL_Texture* bg) {
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);
drawTexture(renderer, bg, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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);
@ -191,69 +228,3 @@ void Game::render(SDL_Renderer* renderer, SDL_Texture* bg) {
SDL_RenderPresent(renderer);
}
void Game::run() {
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);
SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png");
int startTime = time(nullptr);
TTF_Init();
bool gameOpen = true;
while (gameOpen) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) gameOpen = false;
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;
}
}
}
if (keys[0]) player.moveY(-20);
if (keys[1]) player.moveX(-20);
if (keys[2]) player.moveY(20);
if (keys[3]) player.moveX(20);
checkCollision();
if (rand() % 100 == 0) createOpponent();
if (time(nullptr) - startTime > 5) {
startTime = time(nullptr);
spawnItem(Type::HEALTH);
}
for (Opponent& o : opponents) {
o.move(10);
}
render(renderer, background);
SDL_Delay(16);
}
SDL_DestroyTexture(background);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}

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@ -1,22 +1,8 @@
#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 +15,27 @@ 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) 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 render(SDL_Renderer* renderer, SDL_Texture* bg);
void run();
void renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const;
};
#endif
};

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@ -0,0 +1,26 @@
#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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@ -0,0 +1,11 @@
#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;
};