[Added] Crates, Hud for bullets and health
This commit is contained in:
@@ -16,7 +16,6 @@ public:
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{
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this->position = pos;
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this->direction = direction;
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std::cout << direction << std::endl;
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}
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// ~Bullet() {}
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@@ -25,8 +24,8 @@ public:
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{
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move();
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hasCollided = false;
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envCollision();
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objCollision();
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envCollision();
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// // detectCollision();
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}
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@@ -42,14 +41,14 @@ public:
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protected:
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Color color = RED;
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Vector2 position;
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int size = 7;
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bool hasCollided = false;
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private:
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// TextureWrapper object;
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Vector2 position;
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float direction;
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float velocity = 15.0f;
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int size = 7;
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bool hasCollided = false;
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void move()
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{
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@@ -59,7 +58,7 @@ private:
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}
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void envCollision()
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{
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if (position.y < 0 || position.y > GetScreenHeight())
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if (position.x < 0 || position.y < 0 || position.y > GetScreenHeight())
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{
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hasCollided = true;
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return;
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@@ -0,0 +1,48 @@
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#ifndef CRATE_H
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#define CRATE_H
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#include "services/AssetService.h"
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#include "entities/TextureWrapper.h"
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#include "entities/PBullet.h"
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class Crate {
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public:
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Crate() {
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this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CRATE),{32,32});
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}
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Crate(Vector2 pos) {
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this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CRATE),{32,32}, pos);
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}
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void logic() {
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}
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bool hasBeenHit() {
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return this->hit;
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}
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void setHit(bool hit) {
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this->hit = hit;
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}
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void draw() {
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DrawTexture(this->texture.getTexture(), this->texture.getPosition().x, this->texture.getPosition().y, WHITE);
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}
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TextureWrapper& getObject() {
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return this->texture;
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}
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private:
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TextureWrapper texture;
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bool hit; // Whether a PBullet has hit the create
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};
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#endif
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+66
-5
@@ -8,6 +8,7 @@
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#include "services/MapService.h"
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#include "services/InputService.h"
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#include "services/GameService.h"
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#include "services/CollectableService.h"
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#include "entities/Player.h"
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#include "entities/Text.h"
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#include "entities/Bullet.h"
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@@ -47,6 +48,8 @@ public:
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this->player.setPosition({200, 350});
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this->crosshair = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CROSSHAIR), {15, 15}, {0, 0}, {0, 0, 15, 15});
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CollectableService::getInstance().initCollectables();
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initPauseScreen();
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initGameOverScreen();
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@@ -80,8 +83,9 @@ public:
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AudioService::getInstance().pauseMusic();
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return;
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}
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GameService::getInstance().bulletLogic();
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CollectableService::getInstance().collectableLogic();
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this->player.logic();
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if (this->player.getTexture().getPosition().x > (StateService::getInstance().getScreenSize().x / 2.0f))
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@@ -104,6 +108,7 @@ public:
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// }
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GameService::getInstance().drawBullets();
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this->map.draw();
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CollectableService::getInstance().drawCollectables();
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this->player.draw();
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EndMode2D();
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@@ -116,6 +121,7 @@ public:
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{
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drawGameOver();
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}
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drawHud();
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drawCrosshair();
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EndDrawing();
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}
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@@ -250,10 +256,6 @@ private:
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}
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}
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void shootLogic()
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{
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}
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void drawPaused()
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{
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// 100, 100, 255, 60
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@@ -290,6 +292,65 @@ private:
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// 0,
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// WHITE);
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}
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void drawHud()
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{
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drawHudHealth();
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drawHudBullets();
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}
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void drawHudBullets()
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{
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Vector2i pixel_pos = Vector2i(5, 40);
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Texture2D ammoSprite = AssetService::getInstance().getSprite(ESprite::HUD_AMMO);
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Vector2i display_pos;
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for (int i = 0; i < this->player.getAmmo(); i++)
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{
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if (i <= 49)
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{
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display_pos = Vector2i(pixel_pos.x + ammoSprite.width * i, pixel_pos.y);
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}
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if (i > 49 && i <= 99)
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{
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display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (50)), pixel_pos.y + ammoSprite.height);
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}
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else if (i > 99 && i <= 149)
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{
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display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (100)), pixel_pos.y + ammoSprite.height * 2);
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}
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else if (i > 149 && i <= 199)
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{
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display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (150)), pixel_pos.y + ammoSprite.height * 3);
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}
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else if (i > 199 && i <= 249)
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{
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display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (200)), pixel_pos.y + ammoSprite.height * 4);
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}
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DrawTexture(ammoSprite, display_pos.x, display_pos.y, WHITE);
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}
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}
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void drawHudHealth()
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{
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Vector2i pixel_pos = Vector2i(5, 5);
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Texture2D noHealthSprite = AssetService::getInstance().getSprite(ESprite::HUD_HEART_EMPTY);
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Texture2D healthSprite = AssetService::getInstance().getSprite(ESprite::HUD_HEART);
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// sVector2f coord_pos = GetWindow().mapPixelToCoords(pixel_pos);
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for (int i = 0; i < this->player.getMaxHealth(); i++)
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{
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Vector2i pos = Vector2i(pixel_pos.x + noHealthSprite.width * i, pixel_pos.y);
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// noHealthSprite[i].setPosition(coord_pos.x + noHealthTexture.getSize().x * i, coord_pos.y);
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DrawTexture(noHealthSprite, pos.x, pos.y, WHITE);
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}
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for (int i = 0; i < this->player.getHealth(); i++)
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{
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// healthSprite[i].setPosition(coord_pos.x + healthTexture.getSize().x * i, coord_pos.y);
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// DrawTexture(ammoSprite, display_pos.x, display_pos.y, WHITE);
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Vector2i pos = Vector2i(pixel_pos.x + healthSprite.width * i, pixel_pos.y);
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// noHealthSprite[i].setPosition(coord_pos.x + noHealthTexture.getSize().x * i, coord_pos.y);
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DrawTexture(healthSprite, pos.x, pos.y, WHITE);
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}
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}
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};
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#endif
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@@ -1,9 +1,10 @@
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#ifndef MAP_H
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#define MAP_H
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#include <vector>
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#include "raylib.h"
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#include "entities/TextureWrapper.h"
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#include "entities/Vector2i.h"
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#include <vector>
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#include <cmath>
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/**
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@@ -28,6 +29,10 @@ public:
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return this->colMap;
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}
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void updateColmapTile(Vector2i tile, bool collision) {
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this->colMap[tile.y][tile.x] = collision ? 1 : 0;
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}
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private:
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/** Holds the number for every single tile, which refers to a certain sprite in the tileset */
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std::vector<std::vector<Vector2>> map;
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@@ -1,23 +1,35 @@
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#ifndef PBULLET_H
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#define PBULLET_H
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#include "services/CollectableService.h"
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#include "services/AssetService.h"
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#include "entities/Bullet.h"
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#include <iostream>
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class PBullet : public Bullet {
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class PBullet : public Bullet
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{
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public:
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PBullet() {}
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PBullet(Vector2 pos, float angle) : Bullet(pos, angle) {
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PBullet(Vector2 pos, float angle) : Bullet(pos, angle)
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{
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this->color = YELLOW;
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}
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private:
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void objCollision() override {
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void objCollision() override
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{
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/** Check for collisions with creates */
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for (auto &crate : CollectableService::getInstance().getCrates())
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{
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if(this->position.x + this->size > crate.getObject().getPosition().x && this->position.x - this->size < crate.getObject().getPosition().x &&
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this->position.y + this->size > crate.getObject().getPosition().y && this->position.y - this->size < crate.getObject().getPosition().y ) {
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crate.setHit(true);
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AssetService::getInstance().playSound(ESound::CRATE_BREAK);
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// AssetService::getInstance().playSound(ESound::JELLY_FREED);
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this->hasCollided = true;
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}
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}
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}
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};
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#endif
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@@ -9,6 +9,7 @@
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#include "services/GameService.h"
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#include "entities/TextureWrapper.h"
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#include "enums/ECorner.h"
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#include "enums/ESound.h"
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#include "entities/Vector2i.h"
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#include "entities/PBullet.h"
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@@ -20,11 +21,12 @@ public:
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this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER), {32, 32}, {200, 200});
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prevFrame = GetTime();
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spriteAnimation = {0, 0};
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spriteAnimation = {0, Right};
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this->gunRight = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER_GUN_RIGHT), {58, 29}, {0, 0});
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this->gunLeft = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER_GUN_LEFT), {58, 29}, {0, 0});
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this->ammo = max_ammo;
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this->prevShot = GetTime();
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this->health = max_health;
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}
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~Player()
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{
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@@ -54,6 +56,18 @@ public:
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this->texture.setPosition(pos);
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}
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int getAmmo() {
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return this->ammo;
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}
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uint8_t getHealth() {
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return this->health;
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}
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uint8_t getMaxHealth() {
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return this->max_health;
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}
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protected:
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private:
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TextureWrapper texture;
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@@ -63,9 +77,9 @@ private:
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float jumpPower = 7.2f;
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float moveSpeed = 5.0f;
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float gravity = 0.6f;
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float animationDelay = 0.2f; // In seconds
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float animationDelay = 0.2f; // In seconds
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double prevFrame;
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Vector2 spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Player direction
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Vector2i spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Player direction
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enum Direction
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{
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Down,
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@@ -79,10 +93,12 @@ private:
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bool groundCollision; // Keeps track of whether or not the player has collided with the ground
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bool crateTopCollision; // Whether the player is standing on top of a crate
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int ammo;
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int max_ammo = 100;
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float firingRate= 0.2f; // Delay in seconds
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uint8_t ammo; // Current ammo of the player
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uint8_t max_ammo = 100; // Max ammo of the player
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float firingRate= 0.2f; // Delay in seconds
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double prevShot; // The last time the player fired a bullet
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uint8_t health; // Current health of the player
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uint8_t max_health = 10; // Max health of the player
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void applyGravity()
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{
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@@ -278,6 +294,7 @@ private:
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{
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if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
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{
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this->health = 0;
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GameService::getInstance().setGameOver(true);
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AudioService::getInstance().setMusic(EMusic::GAME_OVER);
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AudioService::getInstance().playMusic();
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@@ -335,14 +352,18 @@ private:
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if (InputService::getInstance().isMouseButtonDown(MOUSE_BUTTON_LEFT) && GetTime() - prevShot > firingRate && groundCollision)
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{
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prevShot = GetTime();
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if (ammo == 0) {
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if (ammo == 0 || (GameService::getInstance().getMouseWorldPos().x > (this->texture.getPosition().x - this->gunLeft.getSize().x/2.0f) && spriteAnimation.y == Left) ||
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(GameService::getInstance().getMouseWorldPos().x < (this->texture.getPosition().x + this->texture.getSize().x + gunLeft.getSize().x/2.0f) && spriteAnimation.y == Right))
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{
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// Play empty gun sound
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AssetService::getInstance().playSound(ESound::NO_AMMO);
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return;
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}
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// Play shooting sound
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AssetService::getInstance().playSound(ESound::SHOOT);
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ammo--;
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Vector2 bulletStartLocation = {this->texture.getPosition().x + 10, this->texture.getPosition().y + 10};
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Vector2 bulletStartLocation = {this->texture.getPosition().x + 10, this->texture.getPosition().y + 10};
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Vector2 mouseWorldPos = GameService::getInstance().getMouseWorldPos();
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if (spriteAnimation.y == Left)
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@@ -353,7 +374,7 @@ private:
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if (spriteAnimation.y == Right)
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{
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bulletStartLocation.y = this->texture.getPosition().y + 10;
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bulletStartLocation.x = this->texture.getPosition().x + 37;
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bulletStartLocation.x = this->texture.getPosition().x + 22;
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}
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if (mouseWorldPos.x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right ||
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