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2 Commits

Author SHA1 Message Date
5847d5eb00 Add heal "potions" to Game 2024-11-25 20:18:35 +01:00
9f9a0cbe4f Add damage.png 2024-11-25 20:17:50 +01:00
3 changed files with 137 additions and 62 deletions

172
Game.cpp
View File

@ -8,6 +8,15 @@
bool keys[4] = {false, false, false, false}; bool keys[4] = {false, false, false, false};
void Game::spawnItem(Type type) {
Item item{};
item.type = type;
item.x = rand() % WINDOW_WIDTH;
item.y = rand() % WINDOW_HEIGHT;
items.push_back(item);
}
void Opponent::move(int timeMultiplier) { void Opponent::move(int timeMultiplier) {
if (this->x < this->targetX) this->x += timeMultiplier; if (this->x < this->targetX) this->x += timeMultiplier;
if (this->x > this->targetX) this->x -= timeMultiplier; if (this->x > this->targetX) this->x -= timeMultiplier;
@ -28,7 +37,7 @@ void Player::moveY(int dy) {
} }
void Game::checkCollision() { void Game::checkCollision() {
for (int i = 0; i < opponents.size(); i++) { for (int i = 0; i < opponents.size(); i++) {
Opponent o = opponents[i]; Opponent o = opponents[i];
if (o.x == o.targetX && o.y == o.targetY) { if (o.x == o.targetX && o.y == o.targetY) {
opponents.erase(opponents.begin() + i); opponents.erase(opponents.begin() + i);
@ -36,16 +45,35 @@ for (int i = 0; i < opponents.size(); 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 > 0) {
player.health--; player.health--;
} else { }
else {
// TODO: Game over sccreen // TODO: Game over sccreen
} }
opponents.erase(opponents.begin() + i); opponents.erase(opponents.begin() + i);
} }
} }
for (int i = 0; i < items.size(); i++) {
Item item = items[i];
if (player.x < item.x + 24 && player.x + 80 > item.x && player.y < item.y + 24 && player.y + 96 > item.y) {
switch (item.type) {
case Type::HEALTH:
if (player.health < 3) {
player.health++;
}
break;
case Type::DAMAGE:
player.health--;
break;
}
items.erase(items.begin() + i);
}
}
} }
void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) { void Game::renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_Rect bgRect = {0, 0, 30 * 3 + 15, 40}; SDL_Rect bgRect = {0, 0, 30 * 3 + 15, 40};
SDL_RenderFillRect(renderer, &bgRect); SDL_RenderFillRect(renderer, &bgRect);
@ -55,7 +83,7 @@ void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
} }
} }
void Game::renderPlayer(SDL_Renderer *renderer, SDL_Texture *playerTexture, Player p) { void Game::renderPlayer(SDL_Renderer* renderer, SDL_Texture* playerTexture, Player p) const {
drawTexture(renderer, playerTexture, p.x, p.y, 80, 96); drawTexture(renderer, playerTexture, p.x, p.y, 80, 96);
if (showHitboxes) { if (showHitboxes) {
@ -65,41 +93,63 @@ void Game::renderPlayer(SDL_Renderer *renderer, SDL_Texture *playerTexture, Play
} }
} }
void Game::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:
drawTexture(renderer, itemTexture, i.x, i.y, 24, 24);
SDL_DestroyTexture(itemTexture);
break;
case Type::DAMAGE:
drawTexture(renderer, itemTexture, i.x, i.y, 24, 24);
SDL_DestroyTexture(itemTexture);
break;
default: break;
}
if (showHitboxes) {
SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
SDL_Rect hitbox = {i.x, i.y, 24, 24};
SDL_RenderDrawRect(renderer, &hitbox);
}
}
void Game::createOpponent() { void Game::createOpponent() {
Opponent o; Opponent o;
int edge = rand() % 4; int edge = rand() % 4;
switch (edge) { switch (edge) {
case 0: case 0:
o.x = rand() % WINDOW_WIDTH; o.x = rand() % WINDOW_WIDTH;
o.y = -96; o.y = -96;
o.targetY = WINDOW_HEIGHT + 96; o.targetY = WINDOW_HEIGHT + 96;
o.targetX = rand() % WINDOW_WIDTH; o.targetX = rand() % WINDOW_WIDTH;
break; break;
case 1: case 1:
o.x = rand() % WINDOW_WIDTH; o.x = rand() % WINDOW_WIDTH;
o.y = WINDOW_HEIGHT; o.y = WINDOW_HEIGHT;
o.targetY = -96; o.targetY = -96;
o.targetX = rand() % WINDOW_WIDTH; o.targetX = rand() % WINDOW_WIDTH;
break; break;
case 2: case 2:
o.x = -80; o.x = -80;
o.y = rand() % WINDOW_HEIGHT; o.y = rand() % WINDOW_HEIGHT;
o.targetX = WINDOW_WIDTH + 80; o.targetX = WINDOW_WIDTH + 80;
o.targetY = rand() % WINDOW_HEIGHT; o.targetY = rand() % WINDOW_HEIGHT;
break; break;
case 3: case 3:
o.x = WINDOW_WIDTH; o.x = WINDOW_WIDTH;
o.y = rand() % WINDOW_HEIGHT; o.y = rand() % WINDOW_HEIGHT;
o.targetX = -80; o.targetX = -80;
o.targetY = rand() % WINDOW_HEIGHT; o.targetY = rand() % WINDOW_HEIGHT;
break; break;
} }
opponents.push_back(o); opponents.push_back(o);
} }
void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture, Opponent o) { void Game::renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const {
drawTexture(renderer, opponentTexture, o.x, o.y, 80, 96); drawTexture(renderer, opponentTexture, o.x, o.y, 80, 96);
if (showHitboxes) { if (showHitboxes) {
@ -109,26 +159,29 @@ void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture,
} }
} }
void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) { void Game::render(SDL_Renderer* renderer, SDL_Texture* bg) {
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE);
drawTexture(renderer, bg, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); drawTexture(renderer, bg, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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);
SDL_Texture *opponentTexture = IMG_LoadTexture(renderer, "./res/opponent.png"); SDL_Texture* opponentTexture = IMG_LoadTexture(renderer, "./res/opponent.png");
for (Opponent o: this->opponents) { for (Opponent o : this->opponents) {
renderOpponent(renderer, opponentTexture, o); renderOpponent(renderer, opponentTexture, o);
} }
SDL_Texture *heart = IMG_LoadTexture(renderer, "./res/heart.png"); for (Item i : this->items) {
renderItem(renderer, i);
}
SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png");
renderHUD(renderer, heart); renderHUD(renderer, heart);
TTF_Init(); TTF_Font* font = TTF_OpenFont("./res/font.ttf", 24);
TTF_Font *font = TTF_OpenFont("./res/font.ttf", 24);
drawText(renderer, font, "h: " + std::to_string(player.health), 30 * 3 + 15 + 10, 10); drawText(renderer, font, "h: " + std::to_string(player.health), 30 * 3 + 15 + 10, 10);
@ -140,14 +193,16 @@ void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) {
} }
void Game::run() { void Game::run() {
SDL_Window *window = SDL_CreateWindow("Obstacle Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_Window* window = SDL_CreateWindow("Obstacle Game", 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_SOFTWARE); SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
SDL_Texture *background = IMG_LoadTexture(renderer, "./res/background.png"); SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png");
int startTime = time(nullptr); int startTime = time(nullptr);
TTF_Init();
bool gameOpen = true; bool gameOpen = true;
while (gameOpen) { while (gameOpen) {
SDL_Event event; SDL_Event event;
@ -157,21 +212,21 @@ void Game::run() {
if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) { if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) {
bool isPressed = (event.type == SDL_KEYDOWN); bool isPressed = (event.type == SDL_KEYDOWN);
switch (event.key.keysym.sym) { switch (event.key.keysym.sym) {
case SDLK_w: case SDLK_w:
keys[0] = isPressed; keys[0] = isPressed;
break; break;
case SDLK_a: case SDLK_a:
keys[1] = isPressed; keys[1] = isPressed;
break; break;
case SDLK_s: case SDLK_s:
keys[2] = isPressed; keys[2] = isPressed;
break; break;
case SDLK_d: case SDLK_d:
keys[3] = isPressed; keys[3] = isPressed;
break; break;
case SDLK_h: case SDLK_h:
if (isPressed) showHitboxes = !showHitboxes; if (isPressed) showHitboxes = !showHitboxes;
break; break;
} }
} }
} }
@ -185,7 +240,12 @@ void Game::run() {
if (rand() % 100 == 0) createOpponent(); if (rand() % 100 == 0) createOpponent();
for (Opponent &o: opponents) { if (time(nullptr) - startTime > 5) {
startTime = time(nullptr);
spawnItem(Type::HEALTH);
}
for (Opponent& o : opponents) {
o.move(10); o.move(10);
} }
@ -196,4 +256,4 @@ void Game::run() {
SDL_DestroyTexture(background); SDL_DestroyTexture(background);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
} }

27
Game.h
View File

@ -17,8 +17,19 @@ public:
void moveY(int dy); void moveY(int dy);
}; };
class Opponent: public Player { enum class Type {
HEALTH,
DAMAGE
};
struct Item {
int x;
int y;
Type type;
};
class Opponent : public Player {
public: public:
int targetX = 0; int targetX = 0;
int targetY = 0; int targetY = 0;
@ -28,18 +39,22 @@ public:
class Game { class Game {
Player player; Player player;
std::vector<Opponent> opponents; std::vector<Opponent> opponents;
std::vector<Item> items;
bool showHitboxes = false; bool showHitboxes = false;
void renderPlayer(SDL_Renderer *renderer, SDL_Texture *player, Player p); void renderPlayer(SDL_Renderer* renderer, SDL_Texture* player, Player p) const;
public:
public:
void spawnItem(Type type);
void createOpponent(); void createOpponent();
void checkCollision(); void checkCollision();
void renderHUD(SDL_Renderer *renderer, SDL_Texture *heart); void renderHUD(SDL_Renderer* renderer, SDL_Texture* heart) const;
void render(SDL_Renderer *renderer, SDL_Texture *bg); void renderItem(SDL_Renderer* renderer, Item i) const;
void render(SDL_Renderer* renderer, SDL_Texture* bg);
void run(); void run();
void renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponentTexture, Opponent o); void renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const;
}; };

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