Adding monsters
View attachment 614Displaying the monsters
There are 3 textures for the monsters. To simulate an animation, we will alternate between them every 0.333 seconds.The textures:
C++:
sf::Texture monsterTexs[3];
monsterTexs[0].loadFromFile("resources/monster1.png");
monsterTexs[1].loadFromFile("resources/monster2.png");
monsterTexs[2].loadFromFile("resources/monster3.png");
C++:
sf::Sprite monsters[4];
monsters[0].setPosition(500, 40);
monsters[1].setPosition(100, 170);
monsters[2].setPosition(400, 450);
monsters[3].setPosition(690, 160);
for(int c = 0; c < 4; c++)
{
monsters[c].setTexture(monsterTexs[0]);
monsters[c].setScale(3, 3);
}
C++:
for(int c = 0; c < 4; c++)
win.draw(monsters[c]);
Animating the monsters
In order to keep track of which texture to use, we define a clock:
C++:
sf::Clock monstersAnimationClock;
C++:
int index = monstersAnimationClock.getElapsedTime().asMilliseconds() / 333;
C++:
if(index > 2)
{
monstersAnimationClock.restart();
index = 0;
}
C++:
for(int c=0; c < 4; c++)
{
monsters[c].setTexture(monsterTexs[index]);
}
Collisions
We will not test the collisions between the player and the monsters, because they are non-solid beings (They are shadows).The code of the game so far
C++:
#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::Sprite player;
player.setTexture(playerTex);
player.setPosition(400, 300);
player.setScale(3, 3);
float playerMovementSpeed = 200.0;
sf::Clock playerMovementClock;
// 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);
for(int c = 0; c < 4; c++)
{
monsters[c].setTexture(monsterTexs[0]);
monsters[c].setScale(3, 3);
}
sf::Clock monstersAnimationClock;
// 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:⌨️:isKeyPressed(sf:⌨️:W))
trans.y -= mouv;
if(sf:⌨️:isKeyPressed(sf:⌨️:S))
trans.y += mouv;
if(sf:⌨️:isKeyPressed(sf:⌨️:A))
trans.x -= mouv;
if(sf:⌨️:isKeyPressed(sf:⌨️:D))
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]);
}
// 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++)
win.draw(monsters[c]);
win.display();
}
return 0;
}
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