1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
|
#include "gameplay.hpp"
#include <iostream>
#include "raymath.h"
Game::~Game()
{
delete enemies;
delete player;
}
Game::Game(void)
{
// nEnemies = GetRandomValue(5, 15);
nEnemies = 4;
enemies = new std::vector<Entity>(nEnemies);
player = new Entity;
player->posX = SCREENWIDTH / 2;
player->posY = SCREENHEIGHT / 2;
player->direction.x = 100;
player->direction.y = 100;
}
void Game::start() const
{
std::cout << "----- Gameplay: Start -----" << std::endl;
std::cout << "Gameplay: " << nEnemies << "enemies need to be spawned" << std::endl;
}
void Game::draw() const
{
for (auto & en : *enemies)
{
DrawCircleV((Vector2){en.posX, en.posY}, 10, RED);
}
DrawCircleV((Vector2){player->posX, player->posY}, 10, GREEN);
}
void Game::tick() const
{
for (auto & en : *enemies)
{
if (en.posX >= SCREENWIDTH || en.posX <= 0)
{
en.direction.x = -en.direction.x;
}
if (en.posY >= SCREENHEIGHT || en.posY <= 0)
{
en.direction.y = -en.direction.y;
}
en.posX += en.direction.x;
en.posY += en.direction.y;
}
// player->posX += player->direction.x;
// player->posY += player->direction.y;
}
void Game::getKeys() const
{
auto oldX = 0, oldY = 0;
oldX = player->posX;
oldY = player->posY;
if (IsKeyDown(KEY_UP)) {
player->posX += 0;
player->posY += -4;
player->direction = Vector2Rotate(player->direction, -0.1f);
}
if (IsKeyDown(KEY_DOWN)) {
player->posX += 0;
player->posY += 4;
player->direction = Vector2Rotate(player->direction, 0.1f);
}
if (IsKeyDown(KEY_LEFT)) {
player->posX += -4;
player->posY += 0;
player->direction = Vector2Rotate(player->direction, -0.1f);
}
if (IsKeyDown(KEY_RIGHT)) {
player->posX += 4;
player->posY += 0;
player->direction = Vector2Rotate(player->direction, 0.1f);
}
if (IsKeyDown(KEY_SPACE)) {
DrawLineEx((Vector2){player->posX, player->posY}, Vector2Add((Vector2){player->posX, player->posY}, player->direction), 30, RED);
}
if (oldX != player->posX || oldY != player->posY)
{
this->tick();
}
}
|