ObstacleGame/Game.cpp

260 lines
7.4 KiB
C++

#include "Game.h"
#include "Helper.h"
#include <algorithm>
#include <string>
#define WINDOW_WIDTH 700
#define WINDOW_HEIGHT 500
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) {
if (this->x < this->targetX) this->x += timeMultiplier;
if (this->x > this->targetX) this->x -= timeMultiplier;
if (this->y < this->targetY) this->y += timeMultiplier;
if (this->y > this->targetY) this->y -= timeMultiplier;
}
void Player::moveX(int dx) {
if (x + dx < 0 || x + dx > WINDOW_WIDTH - 80) return;
if (y < 40 && this->x + dx < 30 * 3 + 15) return;
x += dx;
}
void Player::moveY(int dy) {
if (y + dy < 0 || y + dy > WINDOW_HEIGHT - 96) return;
if (y + dy < 40 && this->x < 30 * 3 + 15) return;
y += dy;
}
void Game::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 Game::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 Game::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 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() {
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 Game::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 Game::render(SDL_Renderer* renderer, SDL_Texture* bg) {
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE);
drawTexture(renderer, bg, 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);
}
void Game::run() {
SDL_Window* window = SDL_CreateWindow("Obstacle Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
SDL_Texture* background = IMG_LoadTexture(renderer, "./res/background.png");
int startTime = time(nullptr);
TTF_Init();
bool gameOpen = true;
while (gameOpen) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) gameOpen = false;
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;
}
}
}
if (keys[0]) player.moveY(-20);
if (keys[1]) player.moveX(-20);
if (keys[2]) player.moveY(20);
if (keys[3]) player.moveX(20);
checkCollision();
if (rand() % 100 == 0) createOpponent();
if (time(nullptr) - startTime > 5) {
startTime = time(nullptr);
spawnItem(Type::HEALTH);
}
for (Opponent& o : opponents) {
o.move(10);
}
render(renderer, background);
SDL_Delay(16);
}
SDL_DestroyTexture(background);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}