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Game
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#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <iostream>
// Define constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
// Define game classes
class Player {
public:
float x, y, z;
float angleX, angleY;
};
class Bullet {
public:
float x, y, z;
float velX, velY, velZ;
};
int main(int argc, char* argv[]) {
// Initialize SDL
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow("3D Shooting Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// Create player and bullets
Player player;
Bullet bullets[100];
int numBullets = 0;
// Game loop
bool running = true;
while (running) {
// Handle events
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
else if (event.type == SDL_MOUSEMOTION) {
player.angleX = event.motion.x;
player.angleY = event.motion.y;
}
else if (event.type == SDL_MOUSEBUTTONDOWN) {
// Shoot bullet
if (numBullets < 100) {
bullets[numBullets].x = player.x;
bullets[numBullets].y = player.y;
bullets[numBullets].z = player.z;
bullets[numBullets].velX = cos(player.angleX);
bullets[numBullets].velY = sin(player.angleY);
bullets[numBullets].velZ = 0;
numBullets++;
}
}
}
// Update game state
for (int i = 0; i < numBullets; i++) {
bullets[i].x += bullets[i].velX;
bullets[i].y += bullets[i].velY;
bullets[i].z += bullets[i].velZ;
}
// Render graphics
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Draw player and bullets
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderDrawPoint(renderer, player.x, player.y);
for (int i = 0; i < numBullets; i++) {
SDL_RenderDrawPoint(renderer, bullets[i].x, bullets[i].y);
}
SDL_RenderPresent(renderer);
// Cap frame rate
SDL_Delay(1000 / 60);
}
// Clean up
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
```