[Added] Crates, Hud for bullets and health
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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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