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
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
|
/*********************************/
/* THRESHOLD ( // */
/* gameplay ( )/ */
/* by salade )(/ */
/* ________________ ( /) */
/* ()__)____________))))) :^} */
/*********************************/
#include "gameplay.hpp"
#include "raymath.h"
#include <fstream>
Game::Game(std::string const & path)
{
std::ifstream ifs(path);
std::string tok;
std::cout << "Init: reading map file [" << path << "]" << std::endl;
while (ifs >> tok)
{
if (tok == "E")
{
ifs >> tok;
std::cout << "will spawn " << tok << " enemies" << std::endl;
nEnemies = std::atoi(tok.c_str());
}
}
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;
}
Game::~Game()
{
delete enemies;
delete player;
}
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
{
auto left = std::to_string(nEnemies);
for (auto & en : *enemies)
{
DrawCircleV((Vector2){en.posX, en.posY}, 10, RED);
}
DrawCircleV((Vector2){player->posX, player->posY}, 10, GREEN);
DrawText("Enemies left : ", 10, 10, 20, GREEN);
DrawText(left.c_str(), 150, 10, 20,RED);
}
int 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;
if (CheckCollisionCircles((Vector2){player->posX, player->posY}, 10,
(Vector2){en.posX, en.posY}, 10)) {
std::cout << "you died" << std::endl;
return (1);
}
}
return (0);
}
int Game::getKeys() const
{
auto oldX = 0, oldY = 0;
auto aimer = player->direction;
oldX = player->posX;
oldY = player->posY;
if (IsKeyDown(KEY_W)) {
player->posX += 0;
player->posY += -4;
}
if (IsKeyDown(KEY_S)) {
player->posX += 0;
player->posY += 4;
}
if (IsKeyDown(KEY_A)) {
player->posX += -4;
player->posY += 0;
}
if (IsKeyDown(KEY_D)) {
player->posX += 4;
player->posY += 0;
}
if (IsKeyDown(KEY_LEFT)) {
player->direction = Vector2Rotate(player->direction, -0.1f); // left
}
if (IsKeyDown(KEY_RIGHT)) {
player->direction = Vector2Rotate(player->direction, 0.1f);
}
if (IsKeyPressed(KEY_SPACE)) {
for (auto en = enemies->begin(); en != enemies->end(); en++)
{
if (CheckCollisionPointLine((Vector2){en->posX, en->posY}, (Vector2){player->posX, player->posY}, Vector2Add((Vector2){player->posX, player->posY}, player->direction), 20))
{
std::cout << "hit enemy at " << en->posX << "|" << en->posY
<< std::endl;
enemies->erase(en);
return (0);
}
}
DrawLineEx((Vector2){player->posX, player->posY}, Vector2Add((Vector2){player->posX, player->posY}, player->direction), 20, RED);
}
if (oldX != player->posX ||
oldY != player->posY)
{
if (this->tick()) {
return (1);
}
}
aimer.x = (player->direction.x / 3);
aimer.y = (player->direction.y / 3);
DrawLineEx((Vector2){player->posX, player->posY}, Vector2Add((Vector2){player->posX, player->posY}, aimer), 5, GREEN);
return (0);
}
|