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6 Commits

Author SHA1 Message Date
86feca9943 Create Renderer#drawCircle 2024-12-02 09:38:36 +01:00
ef72acbf0b Implement DeltaTime 2024-12-02 09:37:57 +01:00
69a957c6f6 Update game states 2024-12-02 09:37:49 +01:00
cc96b2aa1b Create EndingState 2024-12-02 09:37:39 +01:00
6ecbda7b44 Update README.md 2024-12-02 09:37:17 +01:00
38bf6601ed Update logo.png 2024-12-02 09:36:53 +01:00
13 changed files with 152 additions and 28 deletions

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@ -22,6 +22,8 @@ add_executable(Obstacle
src/entities/Player.h src/entities/Player.h
src/entities/Opponent.cpp src/entities/Opponent.cpp
src/entities/Opponent.h src/entities/Opponent.h
src/states/EndingState.cpp
src/states/EndingState.h
) )
target_link_libraries(Obstacle SDL2::SDL2 SDL2_image::SDL2_image SDL2_ttf::SDL2_ttf) target_link_libraries(Obstacle SDL2::SDL2 SDL2_image::SDL2_image SDL2_ttf::SDL2_ttf)

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@ -1,7 +1,7 @@
<br /> <br />
<div align="center"> <div align="center">
<a href="https://git.gnm.dev/Mathias/ObstacleGame/"> <a href="https://git.gnm.dev/Mathias/ObstacleGame/">
<img src="https://git.gnm.dev/Mathias/ObstacleGame/raw/branch/main/res/logo.png" alt="Logo" width="200" height="200"> <img src="https://git.gnm.dev/Mathias/ObstacleGame/raw/branch/main/res/logo.png" alt="Logo" width="200">
</a> </a>
</div> </div>

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@ -1,5 +1,38 @@
#include "Renderer.h" #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) { void drawTexture(SDL_Renderer *renderer, SDL_Texture *texture, int x, int y, int w, int h) {
SDL_Rect src; SDL_Rect src;
src.x = 0; src.x = 0;
@ -15,8 +48,8 @@ void drawTexture(SDL_Renderer *renderer, SDL_Texture *texture, int x, int y, int
SDL_RenderCopy(renderer, texture, &src, &dist); SDL_RenderCopy(renderer, texture, &src, &dist);
} }
void drawText(SDL_Renderer *renderer, TTF_Font *font, const std::string text, int x, int y) { 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(), {255, 255, 255}); SDL_Surface *surface = TTF_RenderText_Solid(font, text.c_str(), color);
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface); SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_Rect src; SDL_Rect src;

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@ -8,6 +8,7 @@
#define WINDOW_HEIGHT 500 #define WINDOW_HEIGHT 500
void drawTexture(SDL_Renderer *renderer, SDL_Texture *texture, int x, int y, int w, int h); 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); 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 #endif

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@ -1,10 +1,12 @@
#include "states/GameState.h" #include "states/GameState.h"
#include "states/MainMenuState.h" #include "states/MainMenuState.h"
#include "states/InGameState.h" #include "states/InGameState.h"
#include "states/EndingState.h"
#include "Renderer.h" #include "Renderer.h"
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <memory> #include <memory>
#include <unordered_map> #include <unordered_map>
#include <iostream>
int main() { int main() {
TTF_Init(); TTF_Init();
@ -12,18 +14,28 @@ int main() {
SDL_Window* window = SDL_CreateWindow("Obstacle Game", SDL_Window* window = SDL_CreateWindow("Obstacle Game",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN); WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
std::unordered_map<std::string, std::shared_ptr<GameState>> states; std::unordered_map<std::string, std::shared_ptr<GameState>> states;
states["main_menu"] = std::make_shared<MainMenuState>(); states["main_menu"] = std::make_shared<MainMenuState>();
states["game"] = std::make_shared<InGameState>(); states["game"] = std::make_shared<InGameState>();
states["ending"] = std::make_shared<EndingState>();
std::shared_ptr<GameState> currentState = states["main_menu"]; std::shared_ptr<GameState> currentState = states["main_menu"];
Uint64 NOW = SDL_GetPerformanceCounter();
Uint64 LAST = 0;
double deltaTime = 0;
currentState->init(); currentState->init();
bool running = true; bool running = true;
while (running) { while (running) {
LAST = NOW;
NOW = SDL_GetPerformanceCounter();
deltaTime = (double)((NOW - LAST)*1000 / (double)SDL_GetPerformanceFrequency() );
SDL_Event event; SDL_Event event;
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) { if (event.type == SDL_QUIT) {
@ -33,7 +45,7 @@ int main() {
} }
currentState->update(); currentState->update();
currentState->render(renderer); currentState->render(renderer, deltaTime);
if (!currentState->getNextState().empty()) { if (!currentState->getNextState().empty()) {
std::string nextStateName = currentState->getNextState(); std::string nextStateName = currentState->getNextState();
@ -45,8 +57,6 @@ int main() {
} }
currentState->clearNextState(); currentState->clearNextState();
} }
SDL_Delay(16);
} }
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);

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@ -0,0 +1,37 @@
#include "EndingState.h"
#include "../Renderer.h"
#include <iostream>
#include <SDL_image.h>
void EndingState::init() {
SDL_ShowCursor(SDL_ENABLE);
std::cout << "Ending state initialized\n";
}
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});
SDL_RenderPresent(renderer);
}

11
src/states/EndingState.h Normal file
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@ -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;
};

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@ -14,7 +14,7 @@ public:
virtual void init() = 0; virtual void init() = 0;
virtual void handleEvents(SDL_Event& event) = 0; virtual void handleEvents(SDL_Event& event) = 0;
virtual void update() = 0; virtual void update() = 0;
virtual void render(SDL_Renderer* renderer) = 0; virtual void render(SDL_Renderer* renderer, double deltaTime) = 0;
void changeRoom(const std::string& stateName) { void changeRoom(const std::string& stateName) {
nextStateName = stateName; nextStateName = stateName;

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@ -33,11 +33,11 @@ void InGameState::checkCollision() {
opponents.erase(opponents.begin() + i); opponents.erase(opponents.begin() + i);
} }
if (player.x < o.x + 80 && player.x + 80 > o.x && player.y < o.y + 96 && player.y + 96 > o.y) { if (player.x < o.x + 80 && player.x + 80 > o.x && player.y < o.y + 96 && player.y + 96 > o.y) {
if (player.health > 0) { if (player.health > 1) {
player.health--; player.health--;
} }
else { else {
// TODO: Game over sccreen this->changeRoom("ending");
} }
opponents.erase(opponents.begin() + i); opponents.erase(opponents.begin() + i);
@ -50,6 +50,7 @@ void InGameState::checkCollision() {
switch (item.type) { switch (item.type) {
case Type::HEALTH: case Type::HEALTH:
if (player.health < 3) { if (player.health < 3) {
items.erase(items.begin() + i);
player.health++; player.health++;
} }
break; break;
@ -58,7 +59,6 @@ void InGameState::checkCollision() {
break; break;
} }
items.erase(items.begin() + i);
} }
} }
} }
@ -141,6 +141,8 @@ void InGameState::renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const {
} }
void InGameState::init() { void InGameState::init() {
std::cout << "Game state initialized\n";
SDL_ShowCursor(SDL_ENABLE);
startTime = time(nullptr); startTime = time(nullptr);
} }
@ -190,16 +192,17 @@ void InGameState::update() {
} }
for (Opponent& o : opponents) { for (Opponent& o : opponents) {
o.move(10); o.move(3);
} }
if (keys[0]) player.moveY(-20); int speed = 10;
if (keys[1]) player.moveX(-20); if (keys[0]) player.moveY(speed * -1);
if (keys[2]) player.moveY(20); if (keys[1]) player.moveX(speed * -1);
if (keys[3]) player.moveX(20); if (keys[2]) player.moveY(speed);
if (keys[3]) player.moveX(speed);
} }
void InGameState::render(SDL_Renderer* renderer) { void InGameState::render(SDL_Renderer* renderer, double deltaTime) {
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE);
@ -207,6 +210,10 @@ void InGameState::render(SDL_Renderer* renderer) {
SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png"); SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png");
drawTexture(renderer, background, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); 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"); SDL_Texture* playerTexture = IMG_LoadTexture(renderer, "./res/player.png");
renderPlayer(renderer, playerTexture, this->player); renderPlayer(renderer, playerTexture, this->player);
@ -215,10 +222,6 @@ void InGameState::render(SDL_Renderer* renderer) {
renderOpponent(renderer, opponentTexture, o); renderOpponent(renderer, opponentTexture, o);
} }
for (Item i : this->items) {
renderItem(renderer, i);
}
SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png"); SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png");
renderHUD(renderer, heart); renderHUD(renderer, heart);

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@ -32,7 +32,7 @@ public:
void init() override; void init() override;
void handleEvents(SDL_Event& event) override; void handleEvents(SDL_Event& event) override;
void update() override; void update() override;
void render(SDL_Renderer* renderer) override; void render(SDL_Renderer* renderer, double deltaTime) override;
void spawnItem(Type type); void spawnItem(Type type);
void createOpponent(); void createOpponent();

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@ -4,12 +4,22 @@
#include "../Renderer.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() { void MainMenuState::update() {
// Handle updates like animations if necessary // hide cursor
} }
void MainMenuState::init() { void MainMenuState::init() {
std::cout << "Main menu state initialized\n"; std::cout << "Main menu state initialized\n";
SDL_ShowCursor(SDL_DISABLE);
} }
void MainMenuState::handleEvents(SDL_Event& event) { void MainMenuState::handleEvents(SDL_Event& event) {
@ -32,18 +42,35 @@ void MainMenuState::handleEvents(SDL_Event& event) {
} }
if (event.type == SDL_MOUSEMOTION) { if (event.type == SDL_MOUSEMOTION) {
std::cout << "Mouse moved\n"; mouseX = event.motion.x;
mouseY = event.motion.y;
} }
} }
void MainMenuState::render(SDL_Renderer* renderer) { void MainMenuState::render(SDL_Renderer* renderer, double deltaTime) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_Texture* title = IMG_LoadTexture(renderer, "./res/logo.png"); SDL_Texture* title = IMG_LoadTexture(renderer, "./res/logo.png");
drawTexture(renderer, title, WINDOW_WIDTH/2-75, 100, 150, 150); 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_RenderPresent(renderer);
SDL_Delay(deltaTime < 16 ? 16 - deltaTime : 0);
} }

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@ -10,7 +10,7 @@ public:
void init() override; void init() override;
void handleEvents(SDL_Event& event) override; void handleEvents(SDL_Event& event) override;
void update() override; void update() override;
void render(SDL_Renderer* renderer) override; void render(SDL_Renderer* renderer, double deltaTime) override;
}; };
#endif #endif