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main.cxx
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#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include <iostream>
#include <random>
#include "RenderWindow.hpp"
#include "Entity.hpp"
SDL_Window *RenderWindow::window = NULL;
SDL_Renderer *RenderWindow::renderer = NULL;
int screenWidth,screenHeight;
Entity bg1, bg2, bg3;
Entity g1, g2, g3;
Entity player;
Entity e1, e2, e3;
int bgSpeed = 1;
int groundSpeed = 5;
///player animation vars
int frameWidth = 64;
int frameHeight = 64;
int numRows = 2;
int numCols = 5;
int currentFrame = 0;
int numFrames = 6;
///
int playerdefpos;
float v0 = 0.0f;
float jumpVelocity = -7.0f;
float gravity = 0.15f;
bool gamePlaying=true;
unsigned int score=0;
void handleJump()
{
if (player.dest.y == playerdefpos)
{
v0 = jumpVelocity;
}
}
void updatePlayerpos()
{
player.dest.y += v0;
v0 += gravity;
// Clamp character position to the bottom of the screen
if (player.dest.y >= playerdefpos)
{
player.dest.y = playerdefpos;
v0 = 0.0f;
}
}
void update();
int main(int argc, char *argv[])
{
if (SDL_Init(SDL_INIT_VIDEO) != 0)
std::cout << SDL_GetError() << std::endl;
// Get the display mode
SDL_DisplayMode dm;
if (SDL_GetCurrentDisplayMode(0, &dm) != 0)
{
// Handle getting display mode error
SDL_Quit();
return -1;
}
TTF_Init();
TTF_Font *font=TTF_OpenFont("assets/mangatb.ttf",16);
screenWidth = dm.w;
screenHeight = dm.h;
RenderWindow::window = SDL_CreateWindow("Endless runner", 0, 0, screenWidth, screenHeight, SDL_WINDOW_FULLSCREEN_DESKTOP);
RenderWindow::renderer = SDL_CreateRenderer(RenderWindow::window, -1, SDL_RENDERER_ACCELERATED);
RenderWindow rw;
SDL_Texture *groundTex = rw.createTexture("assets/long ground.png");
SDL_Texture *bgTexture = rw.createTexture("assets/bg.png");
SDL_Texture *playerTex = rw.createTexture("assets/player.png");
SDL_Texture *cactusTex = rw.createTexture("assets/skbi.png");
bg1.setTexture(bgTexture);
bg2.setTexture(bgTexture);
bg3.setTexture(bgTexture);
g1.setTexture(groundTex);
g2.setTexture(groundTex);
g3.setTexture(groundTex);
player.setTexture(playerTex);
e1.setTexture(cactusTex);
e2.setTexture(cactusTex);
e3.setTexture(cactusTex);
SDL_QueryTexture(bgTexture, NULL, NULL, &bg1.dest.w, &bg1.dest.h);
bg1.src = bg2.src = bg3.src = {0, 0, 1600, 720};
bg2.dest = bg3.dest = bg1.dest;
bg2.dest.y = bg3.dest.y = bg1.dest.y = 0;
bg2.dest.x = bg1.dest.w;
bg3.dest.x = bg1.dest.w * 2;
g1.src = g2.src = g3.src = {0, 0, 1024, 64};
g1.dest = g2.dest = g3.dest = {0, screenHeight - 64, 1024, 64};
g2.dest.x = g1.dest.w;
g3.dest.x = g1.dest.w * 2;
e1.src = e2.src = e3.src = {0, 0, 15, 30};
e1.dest = e2.dest = e3.dest = {screenWidth, g1.dest.y - 60, 30, 60};
e2.dest.x = e1.dest.w + screenWidth;
e3.dest.x = e1.dest.w * 2 + screenWidth;
playerdefpos = screenHeight - 164;
player.dest = {50, playerdefpos, 128, 128};
SDL_Rect playerColiRect= {player.dest.x+50,player.dest.y+50,30,40};
SDL_Event event;
SDL_Rect textRect= {600,0,200,100};
int fps=60;
int frameTime=1000/fps;
// Uint32 mainTick= SDL_GetTicks();
while (rw.running && gamePlaying)
{
int startTime= SDL_GetTicks();
while (SDL_PollEvent(&event))
{
rw.handleEvents(event);
if (event.type == SDL_MOUSEBUTTONDOWN)
{
handleJump();
}
}
update();
playerColiRect.y=player.dest.y+50;
if(SDL_HasIntersection(&playerColiRect,&e1.dest)||
SDL_HasIntersection(&playerColiRect,&e2.dest)||
SDL_HasIntersection(&playerColiRect,&e2.dest)) {
gamePlaying=false;
SDL_Delay(1000);
break;
}
if(player.dest.x>e1.dest.x
|| player.dest.x>e2.dest.x
|| player.dest.x>e3.dest.x) {
score++;
}
std::string scorestr=std::to_string( score);
SDL_Color textColor = {0, 0, 0};
SDL_Surface* surface = TTF_RenderText_Solid(font, scorestr.c_str(), textColor);
SDL_Texture* texture = SDL_CreateTextureFromSurface(RenderWindow::renderer, surface);
SDL_FreeSurface(surface);
rw.clear();
rw.renderEntity(bg1);
rw.renderEntity(bg2);
rw.renderEntity(bg3);
rw.renderEntity(g1);
rw.renderEntity(g2);
rw.renderEntity(g3);
rw.renderEntity(e1);
rw.renderEntity(e2);
rw.renderEntity(e3);
int currentRow = currentFrame / numCols;
int currentCol = currentFrame % numCols;
if (player.dest.y == playerdefpos)
{
// if(mainTick %100==0)
player.src = {currentCol * frameWidth, currentRow * frameHeight, frameWidth, frameHeight};
}
updatePlayerpos();
rw.renderEntity(player);
currentFrame = (currentFrame + 1) % numFrames;
SDL_RenderCopy(RenderWindow::renderer, texture, NULL,&textRect);
// SDL_RenderFillRect(RenderWindow::renderer,&playerColiRect);
rw.draw();
int endTime=SDL_GetTicks();
if(endTime-startTime <frameTime){
SDL_Delay(frameTime-(endTime-startTime));
}
}
return 0;
}
int getRandomNumber(int min, int max)
{
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<int> distribution(min, max);
return distribution(gen);
}
void update()
{
// updating background
bg1.dest.x -= bgSpeed;
bg2.dest.x -= bgSpeed;
bg3.dest.x -= bgSpeed;
if (bg1.dest.x + bg1.dest.w <= 0)
{
bg1.dest.x = bg3.dest.x + bg3.dest.w;
}
if (bg2.dest.x + bg2.dest.w <= 0)
{
bg2.dest.x = bg1.dest.x + bg1.dest.w;
}
if (bg3.dest.x + bg3.dest.w <= 0)
{
bg3.dest.x = bg2.dest.x + bg2.dest.w;
}
////////
g1.dest.x -= groundSpeed;
g2.dest.x -= groundSpeed;
g3.dest.x -= groundSpeed;
if (g1.dest.x + g1.dest.w <= 0)
{
g1.dest.x = g3.dest.x + g3.dest.w;
}
if (g2.dest.x + g2.dest.w <= 0)
{
g2.dest.x = g1.dest.x + g1.dest.w;
}
if (g3.dest.x + g3.dest.w <= 0)
{
g3.dest.x = g2.dest.x + g2.dest.w;
}
///////
e1.dest.x -= groundSpeed;
e2.dest.x -= groundSpeed;
e3.dest.x -= groundSpeed;
if (e1.dest.x + e1.dest.w <= 0)
{
e1.dest.x = screenWidth + getRandomNumber(0, screenWidth);
}
if (e2.dest.x + e2.dest.w <= 0)
{
e2.dest.x = screenWidth + getRandomNumber(0, screenWidth);
}
if (e3.dest.x + e3.dest.w <= 0)
{
e3.dest.x = screenWidth + getRandomNumber(0, screenWidth);
}
}