update
This commit is contained in:
parent
580526df63
commit
2b9da98547
@ -4,10 +4,19 @@ project(tunellerbutworse)
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set(CMAKE_CXX_STANDARD 23)
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find_package(SDL2 REQUIRED)
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find_package(SDL2_image REQUIRED)
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add_executable(tunellerbutworse main.cpp
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Game.cpp
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Game.h
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Sprite.cpp
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Sprite.h
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Player.cpp
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Player.h
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)
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target_link_libraries(tunellerbutworse PRIVATE SDL2::SDL2)
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target_link_libraries(tunellerbutworse PRIVATE SDL2::SDL2)
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target_link_libraries(tunellerbutworse PRIVATE SDL2_image::SDL2_image)
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file(COPY ${CMAKE_CURRENT_SOURCE_DIR}/assets/ DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/assets/)
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73
Game.cpp
73
Game.cpp
@ -4,18 +4,28 @@
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#include "Game.h"
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#include <SDL.h>
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#include <SDL_image.h>
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unsigned int Game::logicalWidth = 160;
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unsigned int Game::logicalHeight = 100;
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unsigned int Game::renderWidth = 1280;
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unsigned int Game::renderHeight = 800;
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int Game::logicalWidth = 160;
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int Game::logicalHeight = 100;
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int Game::renderWidth = 1280;
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int Game::renderHeight = 800;
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bool Game::isRunning = true;
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SDL_Event Game::event;
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SDL_Window* Game::window;
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SDL_Renderer* Game::renderer;
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SDL_Surface* Game::windowSurface;
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SDL_Rect* Game::windowRect;
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Game::Game(){
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windowRect = new SDL_Rect;
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}
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Game::~Game(){
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delete windowRect; // Deallocate memory
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}
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int Game::init(){
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// Initialize SDL
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@ -23,6 +33,8 @@ int Game::init(){
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SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
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return 1;
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}
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windowRect->w = logicalWidth;
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windowRect->h = logicalHeight;
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// Create the SDL window and renderer
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window = SDL_CreateWindow("Pixel Art Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, renderWidth, renderHeight, SDL_WINDOW_RESIZABLE);
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@ -37,8 +49,30 @@ int Game::init(){
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return 1;
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}
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windowSurface = SDL_GetWindowSurface( window );
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if (!windowSurface) {
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SDL_Log("Unable to create window surface: %s", SDL_GetError());
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return 1;
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}
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//Initialize PNG loading
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int imgFlags = IMG_INIT_PNG;
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if( !( IMG_Init( imgFlags ) & imgFlags ) )
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{
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printf( "SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError() );
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return 1;
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}
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// Set the logical scaling
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SDL_RenderSetLogicalSize(renderer, logicalWidth, logicalHeight);
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//create players
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for(int i = 0; i < playerCount; i++){
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Player temp_player = Player(0, 0, new Sprite("assets/a.png", renderer, windowRect), 20, windowRect);
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players.push_back(temp_player);
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}
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return 0;
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}
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@ -59,6 +93,9 @@ int Game::render(){
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SDL_RenderDrawPoint(renderer, x, y);
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}
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}
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for(int i = 0; i < playerCount; i++){
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players[i].render(renderer);
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}
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return 0;
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}
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@ -92,16 +129,30 @@ int Game::update(){
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return 0;
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}
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int Game::run(){
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this->init();
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while (isRunning) {
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this->update();
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}
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int Game::quit(){
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// Cleanup and exit
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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int Game::run(){
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int initStatus = this->init();
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if(initStatus != 0){
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return initStatus;
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}
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while (isRunning) {
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int updateStatus = this->update();
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if(updateStatus != 0){
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return updateStatus;
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}
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}
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int quitStatus = this->quit();
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if(quitStatus != 0){
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return quitStatus;
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}
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return 0;
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}
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41
Game.h
41
Game.h
@ -7,34 +7,47 @@
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#include <SDL.h>
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#include "Player.h"
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#include "Sprite.h"
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class Game {
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public:
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static SDL_Window* window;
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static SDL_Renderer* renderer;
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// Logical resolution
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static unsigned int logicalWidth;
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static unsigned int logicalHeight;
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// Rendering resolution (initial window size)
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static unsigned int renderWidth;
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static unsigned int renderHeight;
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static bool isRunning;
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static SDL_Event event;
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int run();
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Game();
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~Game();
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private:
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int init();
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int processInput();
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int render();
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int update();
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int quit();
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std::vector<Player> players;
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int playerCount = 1;
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std::vector<std::string> spritefiles;
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static SDL_Window* window;
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static SDL_Renderer* renderer;
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static SDL_Surface* windowSurface;
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static SDL_Rect* windowRect;
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// Logical resolution
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static int logicalWidth;
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static int logicalHeight;
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// Rendering resolution (initial window size)
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static int renderWidth;
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static int renderHeight;
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static bool isRunning;
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static SDL_Event event;
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};
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51
Player.cpp
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51
Player.cpp
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@ -0,0 +1,51 @@
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//
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// Created by bruno on 28.10.2023.
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//
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#include "Player.h"
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void Player::processInput(SDL_Event *event){
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};
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int Player::render(SDL_Renderer* renderer){
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this->playerSprite->moveTo(this->x, this->y);
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return this->playerSprite->render(renderer);
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}
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void Player::renderHUD(SDL_Renderer* renderer) {
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// Determine the dimensions and positions for the HUD
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SDL_Rect hudRect = { 0, screenRect.h - hudHeight, screenRect.w, hudHeight };
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// Set the HUD background color
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer, &hudRect);
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// Set the colors for the health and energy bars
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); // Red for health
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); // Green for energy
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// Calculate the width of the health and energy bars based on player's values
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int healthBarWidth = (health / maxHealth) * (160 / 2); // Half of the screen width
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int energyBarWidth = (energy / maxEnergy) * (160 / 2); //TODO, replace with logicalWidth
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// Define the position and size of the health bar
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SDL_Rect healthBarRect = { 10, screenRect.h - hudHeight + 10, healthBarWidth, hudHeight - 20 };
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// Define the position and size of the energy bar
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SDL_Rect energyBarRect = { screenRect.w / 2, screenRect.h - hudHeight + 10, energyBarWidth, hudHeight - 20 };
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// Render the health bar
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SDL_RenderFillRect(renderer, &healthBarRect);
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// Render the energy bar
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SDL_RenderFillRect(renderer, &energyBarRect);
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}
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Player::Player(int initialX, int initialY, Sprite *sprite, int hudHeight, SDL_Rect *screenRect){
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this->x = initialX;
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this->y = initialY;
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this->screenRect = *screenRect;
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this->playerSprite = sprite;
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this->hudHeight = hudHeight;
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}
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51
Player.h
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51
Player.h
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@ -0,0 +1,51 @@
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//
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// Created by bruno on 28.10.2023.
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//
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#ifndef TUNELLERBUTWORSE_PLAYER_H
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#define TUNELLERBUTWORSE_PLAYER_H
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#include <vector>
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#include "Sprite.h"
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class Player {
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public:
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// Constructor
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Player(int initialX, int initialY, Sprite *sprite, int hudHeight, SDL_Rect *screenRect);
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// Input processing method
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void processInput(SDL_Event* event);
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// Movement methods
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void move(int deltaX, int deltaY);
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void moveTo(int x, int y);
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// Shooting method
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void shoot();
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// Collision detection methods
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bool checkCollisionWith(Sprite* otherSprite);
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bool checkCollisionWithEverything(const std::vector<Sprite>& entities);
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int render(SDL_Renderer* renderer);
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void renderHUD(SDL_Renderer *renderer);
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private:
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// Member variables for the player's position, etc.
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int x, y, direction, health, energy, maxHealth, maxEnergy, hudHeight;
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SDL_Rect screenRect;
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// Add any other member variables as needed
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// Member variable for the player's sprite
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Sprite *playerSprite;
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// You can use the Sprite class to manage the player's graphical representation
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// Add any other private member functions as needed
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};
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#endif //TUNELLERBUTWORSE_PLAYER_H
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Sprite.cpp
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48
Sprite.cpp
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@ -0,0 +1,48 @@
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//
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// Created by bruno on 28.10.2023.
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//
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#include <SDL_image.h>
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#include "Sprite.h"
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Sprite::Sprite(std::string filename, SDL_Renderer* renderer, SDL_Rect* targetRect) {
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this->targetRect = targetRect;
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this->sprite = IMG_LoadTexture(renderer, filename.c_str());
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if (!sprite) {
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printf("Unable to load image %s! SDL_image Error: %s\n", filename.c_str(), IMG_GetError());
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}
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else {
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SDL_QueryTexture(sprite, NULL, NULL, &targetRect->w, &targetRect->h);
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}
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}
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int Sprite::render(SDL_Renderer* renderer) {
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if (renderer) {
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SDL_RenderCopy(renderer, this->sprite, NULL, targetRect);
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}
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return 0;
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}
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int Sprite::getX() const {
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return targetRect->x;
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}
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int Sprite::getY() const {
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return targetRect->y;
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}
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void Sprite::moveTo(int x, int y) {
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targetRect->x = x;
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targetRect->y = y;
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}
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void Sprite::moveRelative(int x, int y) {
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targetRect->x += x;
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targetRect->y += y;
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}
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Sprite::~Sprite() {
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if (this->sprite) {
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SDL_DestroyTexture(this->sprite);
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}
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}
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28
Sprite.h
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28
Sprite.h
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@ -0,0 +1,28 @@
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//
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// Created by bruno on 28.10.2023.
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//
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#ifndef TUNELLERBUTWORSE_SPRITE_H
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#define TUNELLERBUTWORSE_SPRITE_H
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#include <SDL.h>
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#include <string>
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class Sprite {
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public:
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Sprite(std::string filename, SDL_Renderer* renderer, SDL_Rect* targetRect);
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~Sprite();
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int render(SDL_Renderer* renderer);
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int getX() const;
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int getY() const;
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void moveTo(int x, int y);
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void moveRelative(int x, int y);
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private:
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SDL_Texture* sprite;
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SDL_Rect* targetRect;
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};
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#endif //TUNELLERBUTWORSE_SPRITE_H
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BIN
assets/a.png
Normal file
BIN
assets/a.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 105 B |
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