#include "InGameState.h" #include bool keys[4] = {false, false, false, false}; void InGameState::spawnItem(Type type) { Item item{}; item.type = type; item.x = rand() % WINDOW_WIDTH; item.y = rand() % WINDOW_HEIGHT; items.push_back(item); } 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 InGameState::checkCollision() { for (int i = 0; i < opponents.size(); i++) { Opponent o = opponents[i]; if (o.x == o.targetX && o.y == o.targetY) { 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.health > 0) { player.health--; } else { // TODO: Game over sccreen } 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 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: 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 InGameState::createOpponent() { Opponent o; int edge = rand() % 4; switch (edge) { case 0: o.x = rand() % WINDOW_WIDTH; o.y = -96; o.targetY = WINDOW_HEIGHT + 96; o.targetX = rand() % WINDOW_WIDTH; break; case 1: o.x = rand() % WINDOW_WIDTH; o.y = WINDOW_HEIGHT; o.targetY = -96; o.targetX = rand() % WINDOW_WIDTH; break; case 2: o.x = -80; o.y = rand() % WINDOW_HEIGHT; o.targetX = WINDOW_WIDTH + 80; o.targetY = rand() % WINDOW_HEIGHT; break; case 3: o.x = WINDOW_WIDTH; o.y = rand() % WINDOW_HEIGHT; o.targetX = -80; o.targetY = rand() % WINDOW_HEIGHT; break; } opponents.push_back(o); } void InGameState::renderOpponent(SDL_Renderer* renderer, SDL_Texture* opponentTexture, Opponent o) const { drawTexture(renderer, opponentTexture, o.x, o.y, 80, 96); if (showHitboxes) { SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); SDL_Rect hitbox = {o.x, o.y, 80, 96}; SDL_RenderDrawRect(renderer, &hitbox); } } 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); 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); SDL_Texture* opponentTexture = IMG_LoadTexture(renderer, "./res/opponent.png"); for (Opponent o : this->opponents) { renderOpponent(renderer, opponentTexture, o); } for (Item i : this->items) { renderItem(renderer, i); } SDL_Texture* heart = IMG_LoadTexture(renderer, "./res/heart.png"); renderHUD(renderer, heart); TTF_Font* font = TTF_OpenFont("./res/font.ttf", 24); drawText(renderer, font, "h: " + std::to_string(player.health), 30 * 3 + 15 + 10, 10); SDL_DestroyTexture(playerTexture); SDL_DestroyTexture(opponentTexture); SDL_DestroyTexture(heart); SDL_RenderPresent(renderer); }