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THEFT OF THE REWOLF FLOWERS:

A C++/SDL2 VIDEO GAME

#include "Player.h"

#include "gamedata.h"

#include "renderContext.h"

 

Player::Player(const std::string &name, int lev, int maxBarks) :

    Drawable( name, 

    Vector2f( Gamedata::getInstance().getXmlInt(name+"/startLoc/x"),

          Gamedata::getInstance().getXmlInt(name+"/startLoc/y") ),

    Vector2f(0, 0),                    //Initialize velocity to 0.

    lev, 1.0

    ),

 

    frames( RenderContext::getInstance()->getFrames(name) ),        

    currentFrame(0),

    numberOfFrames( Gamedata::getInstance().getXmlInt(name+"/frames") ),        

    frameInterval( Gamedata::getInstance().getXmlInt(name+"/frameInterval") ),

    timeSinceLastFrame(0),

    worldWidth( Gamedata::getInstance().getXmlInt("world/width") ),

     worldHeight( Gamedata::getInstance().getXmlInt("world/height") ),

      frameWidth( frames[0]->getWidth() ),

      frameHeight( frames[0]->getHeight() ),

    origVelX( Gamedata::getInstance().getXmlInt(getName()+"/speedX") ),

    origVelY( Gamedata::getInstance().getXmlInt(getName()+"/speedY") ),

    flip(false),

    left(false),

    right(false), 

    up(false),

    down(false),

    bark(false),

    barkPool( BarkPool(maxBarks, origVelX) ),

    observers()

{ }

 

//=====================================================================

Player::Player(const Player &other) :

    Drawable(other),

      frames(other.frames),

      currentFrame(other.currentFrame),

      numberOfFrames(other.numberOfFrames),

      frameInterval(other.frameInterval),

      timeSinceLastFrame(other.timeSinceLastFrame),

      worldWidth(other.worldWidth),

      worldHeight(other.worldHeight),

      frameWidth(other.frameWidth),

      frameHeight(other.frameHeight),

    origVelX(other.origVelX),

    origVelY(other.origVelY),

    flip(other.flip), 

    left(other.left),

    right(other.right), 

    up(other.up), 

    down(other.down),

    bark(other.bark),

    barkPool(other.barkPool),

    observers(other.observers)

{ }

 

//=====================================================================

void Player::draw() const

{

    frames[currentFrame]->draw(getX(), getY(), flip, getScale()); 

    barkPool.drawBarks();

}

 

//=====================================================================

void Player::idle()

{

    if (!left && !right)

    { 

        setVelocityX(0);

    }

    if (!up && !down)

    { 

        setVelocityY(0); 

    }

}

 

//=====================================================================

void Player::update(Uint32 ticks) 

{

  checkEdges();            //Sets velocity to 0 if touching a boundary. Do this before the next two steps.

  changeVelocity();

  changeScale();        //Subtly change Player's size based off of vertical distance in world (lower y -> higher up in window -> further back within scene).

 

  Vector2f incr = getVelocity() * static_cast<float>(ticks) * 0.001;

  setPosition(getPosition() + incr);

  advanceFrame(ticks);

 

  if (bark)     barkPool.bark(getFlip(), getX(), getY());

  barkPool.update(ticks, getX());

 

  for (auto o : observers)

  { o->determineEvade(getX(), getY()); }

 

  idle();

  left = false;

  right = false;

  up = false;

  down = false;

  bark = false;

}

 

//=====================================================================

void Player::changeScale()

{

    int maxY = Gamedata::getInstance().getXmlInt(getName()+"/maxY");    

    int dist = Gamedata::getInstance().getXmlInt(getName()+"/maxY") - getY();    //Vertical distance away from max y. If 0, at that max border,

    setScale( 1 - (1.1*dist)/maxY );        // If at maxY, scale=1.1. Use this info as a ratio. maxY:1.1, dist:scale

}

 

//=====================================================================

void Player::changeVelocity()

{

  if (left)

  { 

    setVelocityX(getScale() * origVelX); 

    flip = false;

  }

  else if (right)

  { 

    setVelocityX(getScale() * -origVelX); 

    flip = true;

  }

 

  if (up)

  { 

    setVelocityY(getScale() * -origVelY);

  }

  else if (down)

  { 

    setVelocityY(getScale() * origVelY); 

  }

}

 

//=====================================================================

void Player::checkEdges()

{

  //Reaching upper bounds (y origin at top) of walkable area.

  if ( getY() < Gamedata::getInstance().getXmlInt(getName()+"/minY") )

  { 

    up = false;    //Disable going up more.

  }

  //Reaching lower bounds (y origin at top) of walkable area.

  else if ( getY() > Gamedata::getInstance().getXmlInt(getName()+"/maxY") )

  {

    down = false;    //Disable going down more.

  }

 

  //Reaching leftmost bound.

  if ( getX() < 0) 

  { 

    left = false;    

  }

  //Reaching rightmost bound.

  else if ( getX() > worldWidth-frameWidth)

  {

    right = false;    

  } 

}

 

//=====================================================================

void Player::advanceFrame(Uint32 ticks)

{      

   if (left || right || up || down)

   { 

        timeSinceLastFrame += ticks;

        if (timeSinceLastFrame > frameInterval) 

    {

            currentFrame = (currentFrame+1) % (numberOfFrames);

                   timeSinceLastFrame = 0;

        }

   }

}

 

//=====================================================================

std::list<TwoWayMultiSprite*> Player::getActiveBarks() const

{

    return barkPool.getActiveBarks();

}

PROJECT PAGE

Language:  C++ (using SDL2)

Date:  Spring 2017

Class:  Data-Driven Game Development

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You are a werewolf, and the Selkies had turned your love into a human! Collect the Rewolf Flowers to restore your love to her werewolf state.  Hurry, though, because the Selkies can take them away!

 

This project is a 2D game built in C++ using Simple DirectMedia Layer 2.0.  A brief video of the gameplay is provided.  The code architecture is object-oriented and utilizes inheritance, object pools, containers and iterators, basic AI, and other programming techniques and C++ tools.  The code sample is the implementation file of the Player (the werewolf) class.

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Additionally, I created all of the art assets used.  The bark and scream sound effects are also my own.  The song used is Dreamless by Jake Bowen.

 

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