Compare commits
2 Commits
5847d5eb00
...
7401610cd0
Author | SHA1 | Date | |
---|---|---|---|
7401610cd0 | |||
d0c8bfa491 |
@ -10,11 +10,18 @@ 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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)
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target_link_libraries(Obstacle SDL2::SDL2 SDL2_image::SDL2_image SDL2_ttf::SDL2_ttf)
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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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}
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@ -1,4 +1,5 @@
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#include "Helper.h"
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#include "Renderer.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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@ -4,6 +4,9 @@
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#include <SDL2/SDL_ttf.h>
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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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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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8
src/entities/Opponent.cpp
Normal file
8
src/entities/Opponent.cpp
Normal file
@ -0,0 +1,8 @@
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#include "Opponent.h"
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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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8
src/entities/Opponent.h
Normal file
8
src/entities/Opponent.h
Normal file
@ -0,0 +1,8 @@
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#include "Player.h"
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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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13
src/entities/Player.cpp
Normal file
13
src/entities/Player.cpp
Normal file
@ -0,0 +1,13 @@
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#include "Player.h"
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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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11
src/entities/Player.h
Normal file
11
src/entities/Player.h
Normal file
@ -0,0 +1,11 @@
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#include "../Renderer.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 unsigned 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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56
src/main.cpp
Normal file
56
src/main.cpp
Normal file
@ -0,0 +1,56 @@
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#include "states/GameState.h"
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#include "states/MainMenuState.h"
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#include "states/InGameState.h"
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#include "Renderer.h"
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#include <SDL2/SDL.h>
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#include <memory>
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#include <unordered_map>
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int main() {
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TTF_Init();
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SDL_Window* window = SDL_CreateWindow("Obstacle Game",
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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_ACCELERATED);
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std::unordered_map<std::string, std::shared_ptr<GameState>> states;
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states["main_menu"] = std::make_shared<MainMenuState>();
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states["game"] = std::make_shared<InGameState>();
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std::shared_ptr<GameState> currentState = states["main_menu"];
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bool running = true;
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while (running) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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running = false;
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}
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currentState->handleEvents(event);
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}
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currentState->update();
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currentState->render(renderer);
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if (!currentState->getNextState().empty()) {
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std::string nextStateName = currentState->getNextState();
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if (nextStateName == "exit") {
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running = false;
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} else if (states.find(nextStateName) != states.end()) {
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currentState = states[nextStateName];
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currentState->init();
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}
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currentState->clearNextState();
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}
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SDL_Delay(16);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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TTF_Quit();
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return 0;
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}
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32
src/states/GameState.h
Normal file
32
src/states/GameState.h
Normal file
@ -0,0 +1,32 @@
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#ifndef GAME_STATE_H
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#define GAME_STATE_H
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#include <string>
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#include <SDL2/SDL.h>
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class GameState {
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protected:
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std::string nextStateName;
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public:
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virtual ~GameState() = default;
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virtual void init() = 0;
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virtual void handleEvents(SDL_Event& event) = 0;
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virtual void update() = 0;
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virtual void render(SDL_Renderer* renderer) = 0;
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void changeRoom(const std::string& stateName) {
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nextStateName = stateName;
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}
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std::string getNextState() const {
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return nextStateName;
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}
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void clearNextState() {
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nextStateName.clear();
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}
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};
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#endif
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@ -1,14 +1,9 @@
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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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#include "InGameState.h"
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#include <iostream>
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bool keys[4] = {false, false, false, false};
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void Game::spawnItem(Type type) {
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void InGameState::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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@ -17,26 +12,17 @@ void Game::spawnItem(Type type) {
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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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void InGameState::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 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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void InGameState::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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@ -73,27 +59,7 @@ void Game::checkCollision() {
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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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void InGameState::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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@ -115,7 +81,7 @@ void Game::renderItem(SDL_Renderer* renderer, Item i) const {
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}
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}
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void Game::createOpponent() {
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void InGameState::createOpponent() {
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Opponent o;
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int edge = rand() % 4;
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@ -149,7 +115,7 @@ void Game::createOpponent() {
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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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void InGameState::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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@ -159,12 +125,83 @@ void Game::renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture,
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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 InGameState::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 InGameState::init() {
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startTime = time(nullptr);
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}
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void InGameState::handleEvents(SDL_Event& event) {
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if (event.type == SDL_KEYDOWN) {
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switch (event.key.keysym.sym) {
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case SDLK_ESCAPE:
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std::cout << "Switching to main menu\n";
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this->changeRoom("main_menu");
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break;
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default:
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break;
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}
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}
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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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void InGameState::update() {
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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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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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}
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void InGameState::render(SDL_Renderer* renderer) {
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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* background = IMG_LoadTexture(renderer, "./res/background.png");
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drawTexture(renderer, background, 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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@ -191,69 +228,3 @@ void Game::render(SDL_Renderer* renderer, SDL_Texture* bg) {
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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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}
|
@ -1,22 +1,8 @@
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#include "../entities/Opponent.h"
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#include "GameState.h"
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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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|
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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 unsigned 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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enum class Type {
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HEALTH,
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DAMAGE
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@ -29,33 +15,27 @@ struct Item {
|
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Type type;
|
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};
|
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|
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class Opponent : public Player {
|
||||
public:
|
||||
int targetX = 0;
|
||||
int targetY = 0;
|
||||
void move(int multiplier);
|
||||
};
|
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|
||||
class Game {
|
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class InGameState final : public GameState {
|
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Player player;
|
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std::vector<Opponent> opponents;
|
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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
|
||||
};
|
26
src/states/MainMenuState.cpp
Normal file
26
src/states/MainMenuState.cpp
Normal file
@ -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);
|
||||
}
|
11
src/states/MainMenuState.h
Normal file
11
src/states/MainMenuState.h
Normal file
@ -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;
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user