Making the monsters attack
Storing information about the player
To keep track of the health and the amount of gold and potions the player has, we define 3 variables:int playerGoldAmount = 0, playerPotionAmount = 0, playerHealthAmount = 3;
How the monsters attack
The monsters attack by casting an aura of shadow around them. Basically, when the character is close to a monster, he takes damage over time.We define a variable to keep track of the amount of time the player has been around a monster and a variable storing whether he is close to a monster or not.
sf::Clock monsterAttackClock;
bool isPlayerNearMonster = false;
Handling the attack of the monsters
We define a variable representing whether the character is currently close to a monster. By default, we assume he is not.bool isPlayerCurrentlyNearMonster = false;
for(int c=0; c < 4; c++)
{
if(monstersDead[c] == false)
{
// We copy the sf::FloatRect representing the bounds of the monster.
sf::FloatRect nearMonsterRect(monsters[c].getGlobalBounds());
// We center it.
nearMonsterRect.left -= nearMonsterRect.width;
nearMonsterRect.top -= nearMonsterRect.height;
// We scale it by 3.
nearMonsterRect.width *= 3;
nearMonsterRect.height *= 3;
if(player.getGlobalBounds().intersects(nearMonsterRect))
{
isPlayerCurrentlyNearMonster = true;
if(isPlayerNearMonster)
{
Then, if the player had been in the range of the aura of the monster for at least 1 second and that he is not already dead:
if(monsterAttackClock.getElapsedTime().asSeconds() >= 1 && playerHealthAmount > 0)
{
playerHealthAmount--;
monsterAttackClock.restart();
if(playerHealthAmount == 0) // He is dead, its last 'heart' is empty.
hearts[0].setTexture(emptyHeartTex);
else if(playerHealthAmount == 1) // He lost its second 'heart'.
hearts[1].setTexture(emptyHeartTex);
else // He lost its first 'heart'.
hearts[2].setTexture(emptyHeartTex);
else
{
isPlayerNearMonster = true;
monsterAttackClock.restart();
}
if(isPlayerCurrentlyNearMonster == false)
isPlayerNearMonster = false;
The code of the game so far
[CODE lang="cpp" title="main.cpp"]#include <SFML/Graphics.hpp>int main()
{
sf::RenderWindow win(sf::VideoMode(800, 600), "Introduction to coding", sf::Style::Close);
// Grass
sf::Texture grassTex;
grassTex.loadFromFile("resources/grass.png");
grassTex.setRepeated(true);
sf::Sprite grass;
grass.setTexture(grassTex);
grass.setScale(5, 5);
grass.setTextureRect(sf::IntRect(0,0,160,120));
// Dirt tiles
sf::Texture dirtTex;
dirtTex.loadFromFile("resources/dirt.png");
sf::Sprite dirtTiles[10];
dirtTiles[0].setPosition(300, 60);
dirtTiles[1].setPosition(660, 300);
dirtTiles[2].setPosition(390, 480);
dirtTiles[3].setPosition(660, 60);
dirtTiles[4].setPosition(720, 420);
dirtTiles[5].setPosition(180, 300);
dirtTiles[6].setPosition(60, 180);
dirtTiles[7].setPosition(60, 420);
dirtTiles[8].setPosition(240, 420);
dirtTiles[9].setPosition(480, 120);
for(int c = 0; c < 10; c++)
{
dirtTiles[c].setTexture(dirtTex);
dirtTiles[c].setScale(5, 5);
}
// Trees
sf::Texture treeTex;
treeTex.loadFromFile("resources/tree.png");
sf::Sprite trees[8];
trees[0].setPosition(50, 60);
trees[1].setPosition(600, 150);
trees[2].setPosition(630, 456);
trees[3].setPosition(300, 600);
trees[4].setPosition(720, 40);
trees[5].setPosition(460, 500);
trees[6].setPosition(20, 370);
trees[7].setPosition(340, 240);
for(int c = 0; c < 8; c++)
{
trees[c].setTexture(treeTex);
trees[c].setScale(3, 3);
}
// Stones
sf::Texture stoneTex;
stoneTex.loadFromFile("resources/stone.png");
sf::Sprite stones[3];
stones[0].setPosition(304, 64);
stones[1].setPosition(664, 304);
stones[2].setPosition(180, 300);
for(int c = 0; c < 3; c++)
{
stones[c].setTexture(stoneTex);
stones[c].setScale(3, 3);
}
// Player
sf::Texture playerTex;
playerTex.loadFromFile("resources/player.png");
sf::Texture playerAttackingTex;
playerAttackingTex.loadFromFile("resources/playerAttacking.png");
sf::Sprite player;
player.setTexture(playerTex);
player.setPosition(400, 300);
player.setScale(3, 3);
float playerMovementSpeed = 200.0;
sf::Clock playerMovementClock;
sf::Clock playerAttackClock;
int playerGoldAmount = 0, playerPotionAmount = 0, playerHealthAmount = 3;
// Monsters
sf::Texture monsterTexs[3];
monsterTexs[0].loadFromFile("resources/monster1.png");
monsterTexs[1].loadFromFile("resources/monster2.png");
monsterTexs[2].loadFromFile("resources/monster3.png");
sf::Sprite monsters[4];
monsters[0].setPosition(500, 40);
monsters[1].setPosition(100, 170);
monsters[2].setPosition(400, 450);
monsters[3].setPosition(690, 160);
bool monstersDead[4];
for(int c = 0; c < 4; c++)
{
monsters[c].setTexture(monsterTexs[0]);
monsters[c].setScale(3, 3);
monstersDead[c] = false;
}
sf::Clock monstersAnimationClock;
sf::Clock monsterRespawnClocks[4];
sf::Clock monsterAttackClock;
bool isPlayerNearMonster = false;
// Gold
sf::Texture goldTex;
goldTex.loadFromFile("resources/gold.png");
sf::Sprite gold;
gold.setTexture(goldTex);
gold.setScale(2, 2);
gold.setPosition(15, 10);
sf::Font font;
font.loadFromFile("resources/LinuxBiolinum.ttf");
sf::Text goldAmountText;
goldAmountText.setFont(font);
goldAmountText.setString("0");
goldAmountText.setFillColor(sf::Color::White);
goldAmountText.setCharacterSize(24);
goldAmountText.setPosition(60, 10);
// Potions
sf::Texture healthPotionTex;
healthPotionTex.loadFromFile("resources/healthPotion.png");
sf::Texture emptyVialTex;
emptyVialTex.loadFromFile("resources/emptyVial.png");
sf::Sprite potion;
potion.setTexture(emptyVialTex);
potion.setScale(2, 2);
potion.setPosition(350, 10);
sf::Text potionAmountText;
potionAmountText.setFont(font);
potionAmountText.setString("0");
potionAmountText.setFillColor(sf::Color::White);
potionAmountText.setCharacterSize(24);
potionAmountText.setPosition(395, 10);
// Health of the player
sf::Texture heartTex;
heartTex.loadFromFile("resources/heart.png");
sf::Texture emptyHeartTex;
emptyHeartTex.loadFromFile("resources/emptyHeart.png");
sf::Sprite hearts[3];
hearts[0].setPosition(800 - 130, 10);
hearts[1].setPosition(800 - 90, 10);
hearts[2].setPosition(800 - 50, 10);
for(int c = 0; c < 3; c++)
{
hearts[c].setTexture(heartTex);
hearts[c].setScale(2, 2);
}
// Game loop
sf::Event event;
while(win.isOpen())
{
while(win.pollEvent(event))
{
if(event.type == sf::Event::Closed)
win.close();
}
// Player movements
sf::Vector2f trans;
float mouv = playerMovementClock.getElapsedTime().asSeconds() * playerMovementSpeed;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
trans.y -= mouv;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
trans.y += mouv;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
trans.x -= mouv;
if(sf::Keyboard::isKeyPressed(sf::Keyboard:😀))
trans.x += mouv;
player.setPosition(player.getPosition().x+trans.x, player.getPosition().y+trans.y);
playerMovementClock.restart();
// Collision testing
for(int c=0; c < 8; c++)
{
if(player.getGlobalBounds().intersects(trees[c].getGlobalBounds()))
player.setPosition(player.getPosition().x-trans.x, player.getPosition().y-trans.y);
}
for(int c=0; c < 3; c++)
{
if(player.getGlobalBounds().intersects(stones[c].getGlobalBounds()))
player.setPosition(player.getPosition().x-trans.x, player.getPosition().y-trans.y);
}
// Animation of the monsters
int index = monstersAnimationClock.getElapsedTime().asMilliseconds() / 333;
if(index > 2)
{
monstersAnimationClock.restart();
index = 0;
}
for(int c=0; c < 4; c++)
{
monsters[c].setTexture(monsterTexs[index]);
}
// Player attacking
if((sf::Keyboard::isKeyPressed(sf::Keyboard::Space) || sf::Mouse::isButtonPressed(sf::Mouse::Left)) && playerAttackClock.getElapsedTime().asMilliseconds() > 1000)
{
playerAttackClock.restart();
player.setTexture(playerAttackingTex);
// Testing if the attack reaches a monster
sf::FloatRect attackRect(player.getPosition()+sf::Vector2f((player.getGlobalBounds().width/4), -player.getGlobalBounds().height/3), sf::Vector2f(player.getGlobalBounds().width/4, player.getGlobalBounds().height/3));
for(int c=0; c < 4; c++)
{
if(monstersDead[c] == false && attackRect.intersects(monsters[c].getGlobalBounds()))
{
monstersDead[c] = true;
monsterRespawnClocks[c].restart();
}
}
}
if(playerAttackClock.getElapsedTime().asMilliseconds() > 1000)
player.setTexture(playerTex);
// Monster attacking
bool isPlayerCurrentlyNearMonster = false;
for(int c=0; c < 4; c++)
{
if(monstersDead[c] == false)
{
sf::FloatRect nearMonsterRect(monsters[c].getGlobalBounds());
nearMonsterRect.left -= nearMonsterRect.width;
nearMonsterRect.top -= nearMonsterRect.height;
nearMonsterRect.width *= 3;
nearMonsterRect.height *= 3;
if(player.getGlobalBounds().intersects(nearMonsterRect))
{
isPlayerCurrentlyNearMonster = true;
if(isPlayerNearMonster)
{
if(monsterAttackClock.getElapsedTime().asSeconds() >= 1 && playerHealthAmount > 0)
{
playerHealthAmount--;
monsterAttackClock.restart();
if(playerHealthAmount == 0)
hearts[0].setTexture(emptyHeartTex);
else if(playerHealthAmount == 1)
hearts[1].setTexture(emptyHeartTex);
else
hearts[2].setTexture(emptyHeartTex);
}
}
else
{
isPlayerNearMonster = true;
monsterAttackClock.restart();
}
}
}
}
if(isPlayerCurrentlyNearMonster == false)
isPlayerNearMonster = false;
// Respawn of the monsters
for(int c=0; c < 4; c++)
{
if(monsterRespawnClocks[c].getElapsedTime().asSeconds() >= 8)
monstersDead[c] = false;
}
// Rendering
win.clear();
win.draw(grass);
for(int c = 0; c < 10; c++)
win.draw(dirtTiles[c]);
for(int c = 0; c < 8; c++)
win.draw(trees[c]);
for(int c = 0; c < 3; c++)
win.draw(stones[c]);
win.draw(player);
for(int c = 0; c < 4; c++)
{
if(monstersDead[c] == false)
win.draw(monsters[c]);
}
win.draw(gold);
win.draw(goldAmountText);
win.draw(potion);
win.draw(potionAmountText);
for(int c = 0; c < 3; c++)
win.draw(hearts[c]);
win.display();
}
return 0;
}[/CODE]