ObstacleGame/Game.cpp

187 lines
5.4 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 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) {
player.health--;
opponents.erase(opponents.begin() + i);
}
}
}
void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_Rect bgRect;
bgRect.x = 0;
bgRect.y = 0;
bgRect.w = 30 * 3 + 15;
bgRect.h = 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 *player, Player p) {
drawTexture(renderer, player, p.x, p.y, 80, 96);
}
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 *opponent, Player p) {
drawTexture(renderer, opponent, p.x, p.y, 80, 96);
}
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 *player = IMG_LoadTexture(renderer, "./res/player.png");
renderPlayer(renderer, player, this->player);
SDL_Texture *opponent = IMG_LoadTexture(renderer, "./res/opponent.png");
for (Opponent o: this->opponents) {
renderOpponent(renderer, opponent, o);
}
SDL_Texture *heart = IMG_LoadTexture(renderer, "./res/heart.png");
renderHUD(renderer, heart);
TTF_Init();
TTF_Font *font = TTF_OpenFont("./res/Arial.ttf", 24);
drawText(renderer, font, "Time: " + std::to_string(timeMultiplier), 30 * 3 + 15 + 10, 10, 100, 30);
SDL_DestroyTexture(player);
SDL_DestroyTexture(opponent);
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);
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;
}
}
}
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() % 50 == 0) createOpponent();
for (int i = 0; i < opponents.size(); i++) {
opponents[i].move(timeMultiplier);
}
timeMultiplier= (int) (time(nullptr) - startTime) / 10 + 1;
render(renderer, background);
SDL_Delay(16);
}
SDL_DestroyTexture(background);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}