Adding monsters

Location
  1. Tutorials

    /

  2. Introduction to coding

    /

  3. Adding monsters

Grass, dirt, trees, stones, the character and the monsters

Displaying the monsters

There are 3 textures for the monsters. To simulate an animation, we will alternate between them every 0.333 seconds.

The textures:

sf::Texture monsterTexs[3]; monsterTexs[0].loadFromFile("resources/monster1.png"); monsterTexs[1].loadFromFile("resources/monster2.png"); monsterTexs[2].loadFromFile("resources/monster3.png");

The sprites:

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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); }

Drawing the monsters:

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:

sf::Clock monstersAnimationClock;

To retrieve the index of the texture to use, we divide the number of milliseconds elapsed and divide it by 333. Note that 1 second equals 1000 milliseconds.

int index = monstersAnimationClock.getElapsedTime().asMilliseconds() / 333;

If the index is bigger than 2, we sets it to 0 and restart the clock:

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if(index > 2) { monstersAnimationClock.restart(); index = 0; }

We assign the appropriate texture to each monster:

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

main.cpp

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#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::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::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; }