260 lines
7.4 KiB
C++
260 lines
7.4 KiB
C++
#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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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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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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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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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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opponents.erase(opponents.begin() + i);
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}
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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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player.health--;
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}
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else {
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// TODO: Game over sccreen
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}
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opponents.erase(opponents.begin() + i);
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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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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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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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Opponent o;
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int edge = rand() % 4;
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switch (edge) {
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case 0:
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o.x = rand() % WINDOW_WIDTH;
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o.y = -96;
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o.targetY = WINDOW_HEIGHT + 96;
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o.targetX = rand() % WINDOW_WIDTH;
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break;
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case 1:
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o.x = rand() % WINDOW_WIDTH;
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o.y = WINDOW_HEIGHT;
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o.targetY = -96;
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o.targetX = rand() % WINDOW_WIDTH;
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break;
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case 2:
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o.x = -80;
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o.y = rand() % WINDOW_HEIGHT;
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o.targetX = WINDOW_WIDTH + 80;
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o.targetY = rand() % WINDOW_HEIGHT;
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break;
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case 3:
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o.x = WINDOW_WIDTH;
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o.y = rand() % WINDOW_HEIGHT;
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o.targetX = -80;
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o.targetY = rand() % WINDOW_HEIGHT;
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break;
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}
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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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drawTexture(renderer, opponentTexture, o.x, o.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 = {o.x, o.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::render(SDL_Renderer* renderer, SDL_Texture* bg) {
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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* playerTexture = IMG_LoadTexture(renderer, "./res/player.png");
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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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for (Opponent o : this->opponents) {
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renderOpponent(renderer, opponentTexture, o);
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}
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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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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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SDL_DestroyTexture(playerTexture);
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SDL_DestroyTexture(opponentTexture);
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SDL_DestroyTexture(heart);
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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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}
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