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2 Commits
f9774c8145
...
5847d5eb00
Author | SHA1 | Date | |
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5847d5eb00 | |||
9f9a0cbe4f |
172
Game.cpp
172
Game.cpp
@ -8,6 +8,15 @@
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bool keys[4] = {false, false, false, false};
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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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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->x > this->targetX) this->x -= timeMultiplier;
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if (this->x > this->targetX) this->x -= timeMultiplier;
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@ -28,7 +37,7 @@ void Player::moveY(int dy) {
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}
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}
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void Game::checkCollision() {
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void Game::checkCollision() {
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for (int i = 0; i < opponents.size(); i++) {
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for (int i = 0; i < opponents.size(); i++) {
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Opponent o = opponents[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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if (o.x == o.targetX && o.y == o.targetY) {
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opponents.erase(opponents.begin() + i);
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opponents.erase(opponents.begin() + i);
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@ -36,16 +45,35 @@ for (int i = 0; i < opponents.size(); i++) {
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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.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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if (player.health > 0) {
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player.health--;
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player.health--;
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} else {
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}
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else {
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// TODO: Game over sccreen
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// TODO: Game over sccreen
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}
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}
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opponents.erase(opponents.begin() + i);
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opponents.erase(opponents.begin() + i);
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}
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}
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}
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}
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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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}
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void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
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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_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_Rect bgRect = {0, 0, 30 * 3 + 15, 40};
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SDL_RenderFillRect(renderer, &bgRect);
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SDL_RenderFillRect(renderer, &bgRect);
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@ -55,7 +83,7 @@ void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
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}
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}
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}
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}
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void Game::renderPlayer(SDL_Renderer *renderer, SDL_Texture *playerTexture, Player p) {
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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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drawTexture(renderer, playerTexture, p.x, p.y, 80, 96);
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if (showHitboxes) {
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if (showHitboxes) {
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@ -65,41 +93,63 @@ void Game::renderPlayer(SDL_Renderer *renderer, SDL_Texture *playerTexture, Play
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}
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}
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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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void Game::createOpponent() {
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Opponent o;
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Opponent o;
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int edge = rand() % 4;
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int edge = rand() % 4;
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switch (edge) {
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switch (edge) {
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case 0:
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case 0:
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o.x = rand() % WINDOW_WIDTH;
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o.x = rand() % WINDOW_WIDTH;
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o.y = -96;
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o.y = -96;
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o.targetY = WINDOW_HEIGHT + 96;
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o.targetY = WINDOW_HEIGHT + 96;
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o.targetX = rand() % WINDOW_WIDTH;
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o.targetX = rand() % WINDOW_WIDTH;
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break;
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break;
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case 1:
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case 1:
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o.x = rand() % WINDOW_WIDTH;
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o.x = rand() % WINDOW_WIDTH;
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o.y = WINDOW_HEIGHT;
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o.y = WINDOW_HEIGHT;
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o.targetY = -96;
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o.targetY = -96;
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o.targetX = rand() % WINDOW_WIDTH;
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o.targetX = rand() % WINDOW_WIDTH;
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break;
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break;
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case 2:
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case 2:
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o.x = -80;
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o.x = -80;
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o.y = rand() % WINDOW_HEIGHT;
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o.y = rand() % WINDOW_HEIGHT;
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o.targetX = WINDOW_WIDTH + 80;
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o.targetX = WINDOW_WIDTH + 80;
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o.targetY = rand() % WINDOW_HEIGHT;
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o.targetY = rand() % WINDOW_HEIGHT;
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break;
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break;
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case 3:
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case 3:
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o.x = WINDOW_WIDTH;
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o.x = WINDOW_WIDTH;
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o.y = rand() % WINDOW_HEIGHT;
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o.y = rand() % WINDOW_HEIGHT;
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o.targetX = -80;
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o.targetX = -80;
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o.targetY = rand() % WINDOW_HEIGHT;
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o.targetY = rand() % WINDOW_HEIGHT;
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break;
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break;
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}
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}
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opponents.push_back(o);
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opponents.push_back(o);
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}
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}
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void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture, Opponent o) {
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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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drawTexture(renderer, opponentTexture, o.x, o.y, 80, 96);
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if (showHitboxes) {
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if (showHitboxes) {
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@ -109,26 +159,29 @@ void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture,
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}
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}
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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 Game::render(SDL_Renderer* renderer, SDL_Texture* bg) {
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SDL_RenderClear(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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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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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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SDL_Texture* playerTexture = IMG_LoadTexture(renderer, "./res/player.png");
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renderPlayer(renderer, playerTexture, this->player);
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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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SDL_Texture* opponentTexture = IMG_LoadTexture(renderer, "./res/opponent.png");
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for (Opponent o: this->opponents) {
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for (Opponent o : this->opponents) {
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renderOpponent(renderer, opponentTexture, o);
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renderOpponent(renderer, opponentTexture, o);
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}
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}
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SDL_Texture *heart = IMG_LoadTexture(renderer, "./res/heart.png");
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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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renderHUD(renderer, heart);
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TTF_Init();
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TTF_Font* font = TTF_OpenFont("./res/font.ttf", 24);
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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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drawText(renderer, font, "h: " + std::to_string(player.health), 30 * 3 + 15 + 10, 10);
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@ -140,14 +193,16 @@ void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) {
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}
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}
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void Game::run() {
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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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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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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_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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SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png");
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int startTime = time(nullptr);
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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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bool gameOpen = true;
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while (gameOpen) {
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while (gameOpen) {
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SDL_Event event;
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SDL_Event event;
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@ -157,21 +212,21 @@ void Game::run() {
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if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) {
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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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bool isPressed = (event.type == SDL_KEYDOWN);
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switch (event.key.keysym.sym) {
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switch (event.key.keysym.sym) {
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case SDLK_w:
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case SDLK_w:
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keys[0] = isPressed;
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keys[0] = isPressed;
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break;
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break;
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case SDLK_a:
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case SDLK_a:
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keys[1] = isPressed;
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keys[1] = isPressed;
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break;
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break;
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case SDLK_s:
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case SDLK_s:
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keys[2] = isPressed;
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keys[2] = isPressed;
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break;
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break;
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case SDLK_d:
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case SDLK_d:
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keys[3] = isPressed;
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keys[3] = isPressed;
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break;
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break;
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case SDLK_h:
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case SDLK_h:
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if (isPressed) showHitboxes = !showHitboxes;
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if (isPressed) showHitboxes = !showHitboxes;
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break;
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break;
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}
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}
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}
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}
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}
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}
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@ -185,7 +240,12 @@ void Game::run() {
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if (rand() % 100 == 0) createOpponent();
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if (rand() % 100 == 0) createOpponent();
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for (Opponent &o: opponents) {
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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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o.move(10);
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}
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}
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@ -196,4 +256,4 @@ void Game::run() {
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SDL_DestroyTexture(background);
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SDL_DestroyTexture(background);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_DestroyWindow(window);
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}
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}
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27
Game.h
27
Game.h
@ -17,8 +17,19 @@ public:
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void moveY(int dy);
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void moveY(int dy);
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};
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};
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class Opponent: public Player {
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enum class Type {
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HEALTH,
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DAMAGE
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};
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struct Item {
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int x;
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int y;
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Type type;
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};
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class Opponent : public Player {
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public:
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public:
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int targetX = 0;
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int targetX = 0;
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int targetY = 0;
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int targetY = 0;
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@ -28,18 +39,22 @@ public:
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class Game {
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class Game {
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Player player;
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Player player;
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std::vector<Opponent> opponents;
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std::vector<Opponent> opponents;
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std::vector<Item> items;
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bool showHitboxes = false;
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bool showHitboxes = false;
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void renderPlayer(SDL_Renderer *renderer, SDL_Texture *player, Player p);
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void renderPlayer(SDL_Renderer* renderer, SDL_Texture* player, Player p) const;
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public:
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public:
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void spawnItem(Type type);
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void createOpponent();
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void createOpponent();
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void checkCollision();
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void checkCollision();
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void renderHUD(SDL_Renderer *renderer, SDL_Texture *heart);
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void renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const;
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void render(SDL_Renderer *renderer, SDL_Texture *bg);
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void renderItem(SDL_Renderer* renderer, Item i) const;
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void render(SDL_Renderer* renderer, SDL_Texture* bg);
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void run();
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void run();
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void renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture, Opponent o);
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void renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const;
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};
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};
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BIN
res/damage.png
Normal file
BIN
res/damage.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 193 B |
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Reference in New Issue
Block a user