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stage2.h
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#pragma once
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <stdbool.h>
#include "util.h"
#include "sdl.h"
#include "display.h"
void stage2_initPos() {
// NPC, 아이템 위치 초기화
for (int i = 0; i < MAX_NUM_NPC; i++) {
gildongs[i].posX = -100;
gildongs[i].posY = -100;
gildongs[i].arrX = -1;
gildongs[i].arrY = -1;
rocks[i].posX = -100;
rocks[i].posY = -100;
rocks[i].arrX = -1;
rocks[i].arrY = -1;
crabs[i].posX = -100;
crabs[i].posY = -100;
crabs[i].arrX = -1;
crabs[i].arrY = -1;
}
key.posX = -100;
key.posY = -100;
key.arrX = -1;
key.arrY = -1;
lock.posX = -100;
lock.posY = -100;
lock.arrX = -1;
lock.arrY = -1;
shoe.posX = -100;
shoe.posY = -100;
shoe.arrX = -1;
shoe.arrY = -1;
poison.posX = -100;
poison.posY = -100;
poison.arrX = -1;
poison.arrY = -1;
bulkup.posX = -100;
bulkup.posY = -100;
bulkup.arrX = -1;
bulkup.arrY = -1;
// --------------------- 좌표찍기 ------------------------
// pc
pc.posX = 480;
pc.posY = 390;
pc.arrX = 1;
pc.arrY = 5;
// 길동
gildongs[0].posX = pc.posX + CELL_WIDTH * 1;
gildongs[0].posY = pc.posY - CELL_WIDTH * 3;
gildongs[0].arrX = pc.arrX + 1;
gildongs[0].arrY = pc.arrY - 3;
gildongs[1].posX = pc.posX + CELL_WIDTH * 5;
gildongs[1].posY = pc.posY + CELL_WIDTH * 0;
gildongs[1].arrX = pc.arrX + 5;
gildongs[1].arrY = pc.arrY + 0;
gildongs[2].posX = pc.posX + CELL_WIDTH * 6;
gildongs[2].posY = pc.posY + CELL_WIDTH * 1;
gildongs[2].arrX = pc.arrX + 6;
gildongs[2].arrY = pc.arrY + 1;
// 바위
rocks[0].posX = pc.posX + CELL_WIDTH * 4;
rocks[0].posY = pc.posY - CELL_WIDTH * 2;
rocks[0].arrX = pc.arrX + 4;
rocks[0].arrY = pc.arrY - 2;
rocks[1].posX = pc.posX + CELL_WIDTH * 5;
rocks[1].posY = pc.posY - CELL_WIDTH * 2;
rocks[1].arrX = pc.arrX + 5;
rocks[1].arrY = pc.arrY - 2;
rocks[2].posX = pc.posX + CELL_WIDTH * 6;
rocks[2].posY = pc.posY - CELL_WIDTH * 2;
rocks[2].arrX = pc.arrX + 6;
rocks[2].arrY = pc.arrY - 2;
// 냉장고
refrigerator.posX = pc.posX + CELL_WIDTH * 4;
refrigerator.posY = pc.posY + CELL_WIDTH * 1;
refrigerator.arrX = pc.arrX + 4;
refrigerator.arrY = pc.arrY + 1;
// 게
crabs[0].posX = pc.posX + CELL_WIDTH * 1;
crabs[0].posY = pc.posY - CELL_WIDTH * 2;
crabs[0].arrX = pc.arrX + 1;
crabs[0].arrY = pc.arrY - 2;
crabs[1].posX = pc.posX + CELL_WIDTH * 3;
crabs[1].posY = pc.posY - CELL_WIDTH * 3;
crabs[1].arrX = pc.arrX + 3;
crabs[1].arrY = pc.arrY - 3;
crabs[2].posX = pc.posX + CELL_WIDTH * 4;
crabs[2].posY = pc.posY - CELL_WIDTH * 3;
crabs[2].arrX = pc.arrX + 4;
crabs[2].arrY = pc.arrY - 3;
crabs[3].posX = pc.posX + CELL_WIDTH * 4;
crabs[3].posY = pc.posY - CELL_WIDTH * 2;
crabs[3].arrX = pc.arrX + 4;
crabs[3].arrY = pc.arrY - 2;
crabs[4].posX = pc.posX + CELL_WIDTH * 5;
crabs[4].posY = pc.posY - CELL_WIDTH * 2;
crabs[4].arrX = pc.arrX + 5;
crabs[4].arrY = pc.arrY - 2;
crabs[5].posX = pc.posX + CELL_WIDTH * 5;
crabs[5].posY = pc.posY - CELL_WIDTH * 1;
crabs[5].arrX = pc.arrX + 5;
crabs[5].arrY = pc.arrY - 1;
walkCnt = 26;
bulkup_flag = 0;
bulkup_cnt = 0;
startTime = clock();
}
void stage2() {
curStage = 2;
stage2_initPos();
while (1) {
SDL_RenderClear(renderer);
if (processKeyInput() == -1) // R키 누르면 재시작
stage2_initPos();
drawStage(0, -1);
SDL_RenderPresent(renderer);
if (collision_pc_refrigerator()) {
gameClear();
break;
}
if (walkCnt <= 0 || curTime > stageTime) {
pc_melting();
gameOver();
stage2_initPos();
}
}
}