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main.cpp
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224 lines (192 loc) · 5.66 KB
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#include <SFML/Graphics.hpp>
#include <cmath>
#include <iostream>
#include <sstream>
#define sizeofv(x) (sizeof(x)/sizeof(*x))
#define PI (3.14)
struct Player
{
sf::Sprite spr;
sf::Vector2f vel;
bool dueling;
bool attackedinduel;
float atkdist;
Player* enemy;
sf::Color originalcolor;
sf::Color colorfilter;
float hurttimer;
int score;
};
float dist(const sf::Vector2f& v1, const sf::Vector2f& v2)
{
sf::Vector2f dv(v1.x - v2.x, v1.y - v2.y);
return sqrt(dv.x * dv.x + dv.y * dv.y);
}
float dist(const sf::Sprite& s1, const sf::Sprite& s2) {
return dist(s1.GetPosition() + 0.5f* s1.GetSize(), s2.GetPosition() + 0.5f*s2.GetSize());
}
float sign(float x)
{
return x > 0 ? 1 : -1;
}
template<class T>
std::ostream& operator<<(std::ostream& os, const sf::Vector2<T>& v)
{
os << "{ " << v.x << ", " << v.y << " }";
return os;
}
int main()
{
sf::RenderWindow app(sf::VideoMode(640,480), "gnarjam");
sf::Image playerImg;
playerImg.LoadFromFile("player.png");
Player p1, p2;
p1.spr.SetImage(playerImg);
p2.spr.SetImage(playerImg);
// color code players
p1.originalcolor = sf::Color::Green;
p2.originalcolor = sf::Color::Blue;
p1.colorfilter = p2.colorfilter = sf::Color::White;
p1.enemy = &p2;
p2.enemy = &p1;
p1.dueling = p2.dueling = false;
p1.attackedinduel = p2.attackedinduel = false;
p1.score = p2.score = 0;
p1.hurttimer = p2.hurttimer = 0;
p2.spr.SetPosition(app.GetWidth() - p2.spr.GetSize().x, app.GetHeight() - p2.spr.GetSize().y);
Player * const players[] = {
&p1, &p2
};
const sf::Key::Code player1keys[] = {
sf::Key::A, sf::Key::S, sf::Key::D, sf::Key::F
};
const sf::Key::Code player2keys[] = {
sf::Key::H, sf::Key::J, sf::Key::K, sf::Key::L
};
const sf::Key::Code* playerkeys[] = {
player1keys, player2keys
};
while (app.IsOpened()) {
sf::Event e;
while (app.GetEvent(e)) {
if (e.Type == sf::Event::Closed) {
app.Close();
} else if (e.Type == sf::Event::KeyPressed) {
sf::Key::Code k = e.Key.Code;
// handle player input
for (size_t playerid = 0; playerid < sizeofv(playerkeys); playerid++) {
Player* ply = players[playerid];
const sf::Key::Code* pkeys = playerkeys[playerid];
if (ply->vel == sf::Vector2f()) {
int dir = 1;
if (ply->spr.GetPosition().x > app.GetWidth()/2) {
dir *= -1;
}
const float jumpvel = 2*app.GetWidth();
const float jumpangle = PI/16;
// jump up
if (pkeys[0] == k) {
ply->vel = jumpvel * sf::Vector2f(dir * cos(jumpangle), -sin(jumpangle));
}
// jump sideways
if (pkeys[1] == k) {
ply->vel = jumpvel * sf::Vector2f(dir, 0);
}
// jump down
if (pkeys[2] == k) {
ply->vel = jumpvel * sf::Vector2f(dir * cos(jumpangle), sin(jumpangle));
}
} else {
// attack
if (pkeys[3] == k) {
if (ply->dueling && !ply->attackedinduel) {
ply->atkdist = dist(ply->spr, ply->enemy->spr);
ply->attackedinduel = true;
}
}
}
}
}
}
float frametime = app.GetFrameTime();
// slow down time if distance close enough
float playerDistance = dist(p1.spr.GetPosition(), p2.spr.GetPosition());
if (playerDistance < 128 && (sign(p1.vel.x) == -sign(p2.vel.x)) && p1.vel != sf::Vector2f() && p2.vel != sf::Vector2f() ) {
frametime /= 3;
p1.dueling = p2.dueling = true;
} else {
if (p1.dueling && p2.dueling) {
int victor = -1;
if (p1.attackedinduel && !p2.attackedinduel) victor = 0;
else if (!p1.attackedinduel && p2.attackedinduel) victor = 1;
else if (p1.attackedinduel && p2.attackedinduel) {
if (p1.atkdist < p2.atkdist) {
victor = 0;
} else {
victor = 1;
}
}
if (victor != -1) {
players[victor]->enemy->colorfilter = sf::Color::Red;
players[victor]->enemy->hurttimer = 0.5;
players[victor]->score++;
}
p1.dueling = p2.dueling = false;
p1.attackedinduel = p2.attackedinduel = false;
}
}
for (size_t playerid = 0; playerid < sizeofv(players); playerid++) {
Player* ply = players[playerid];
if (ply->hurttimer > 0) {
ply->hurttimer -= frametime;
if (ply->hurttimer <= 0) {
ply->colorfilter = sf::Color::White;
}
}
}
// update position from velocity
for (size_t playerid = 0; playerid < sizeofv(players); playerid++) {
sf::Vector2f pos = players[playerid]->spr.GetPosition();
pos += frametime * players[playerid]->vel;
players[playerid]->spr.SetPosition(pos);
}
// collide with walls
for (size_t playerid = 0; playerid < sizeofv(players); playerid++) {
Player* ply = players[playerid];
if (ply->spr.GetPosition().x < 0) {
ply->spr.SetPosition(0, ply->spr.GetPosition().y);
ply->vel = sf::Vector2f();
} else if (ply->spr.GetPosition().x + ply->spr.GetSize().x > app.GetWidth()) {
ply->spr.SetPosition(app.GetWidth() - ply->spr.GetSize().x, ply->spr.GetPosition().y);
ply->vel = sf::Vector2f();
}
}
app.Clear();
// draw all players
for (size_t playerid = 0; playerid < sizeofv(players); playerid++) {
Player* ply = players[playerid];
if (ply->colorfilter != sf::Color::White) {
ply->spr.SetColor(ply->colorfilter);
} else {
ply->spr.SetColor(ply->originalcolor);
}
app.Draw(ply->spr);
}
std::stringstream p1ss;
p1ss << "Player 1: " << p1.score << " points";
std::stringstream p2ss;
p2ss << "Player 2: " << p2.score << " points";
sf::String p1score(p1ss.str());
sf::String p2score(p2ss.str());
p2score.SetPosition(app.GetWidth() - p2score.GetRect().GetWidth(), 0);
if (p1.hurttimer > 0) {
p2score.SetColor(sf::Color::Yellow);
}
if (p2.hurttimer > 0) {
p1score.SetColor(sf::Color::Yellow);
}
app.Draw(p1score);
app.Draw(p2score);
app.Display();
}
}