Fortnite Free Redeem codes
Hi guys here is yours demand on Fortnite free code
The Fortnite game code in C++
make sure it work on an unreal engine 4 , 5
you just copy it and paste !
the game is in same graphics
C++
#include <iostream>
#include <vector>
#include <cmath>
#include <GL/glut.h>
#include <string>
#include <cstdlib>
#include <ctime>
// Constants
const float WORLD_SIZE = 50.0f;
const int NUM_HOUSES = 15;
const int NUM_LOOTS = 100;
const int NUM_ENEMIES = 10;
const float GRAVITY = -9.8f;
// Vector3 structure
struct Vector3 {
float x, y, z;
Vector3(float x = 0, float y = 0, float z = 0) : x(x), y(y), z(z) {}
Vector3 operator+(const Vector3& other) const { return Vector3(x + other.x, y + other.y, z + other.z); }
Vector3 operator-(const Vector3& other) const { return Vector3(x - other.x, y - other.y, z - other.z); }
Vector3 operator*(float scalar) const { return Vector3(x * scalar, y * scalar, z * scalar); }
float Magnitude() const { return std::sqrt(x * x + y * y + z * z); }
Vector3 Normalize() const {
float mag = Magnitude();
return mag > 0 ? *this * (1.0f / mag) : Vector3();
}
};
// PhysicsObject base class
class PhysicsObject {
public:
Vector3 position;
Vector3 velocity;
Vector3 acceleration;
float mass;
bool isGrounded;
PhysicsObject(Vector3 pos, float m = 1.0f) : position(pos), velocity(0, 0, 0), acceleration(0, 0, 0), mass(m), isGrounded(false) {}
virtual void ApplyForce(Vector3 force) {
acceleration = acceleration + force * (1.0f / mass);
}
virtual void Update(float deltaTime) {
velocity = velocity + acceleration * deltaTime;
position = position + velocity * deltaTime;
if (position.y <= 0) {
position.y = 0;
velocity.y = 0;
isGrounded = true;
} else {
isGrounded = false;
}
acceleration = Vector3(0, GRAVITY, 0);
}
};
// Gun class
class Gun {
public:
std::string type;
int ammo;
float fireRate; // Shots per second
float damage;
Gun(std::string t, int a, float fr, float dmg) : type(t), ammo(a), fireRate(fr), damage(dmg) {}
};
// Player class
class Player : public PhysicsObject {
public:
std::vector<Gun> inventory;
int currentGunIndex;
float health;
float shield;
Player(Vector3 pos) : PhysicsObject(pos), currentGunIndex(-1), health(100.0f), shield(100.0f) {}
void Jump() {
if (isGrounded) {
velocity.y = 6.0f;
isGrounded = false;
}
}
void Move(float dx, float dz) {
velocity.x = dx * 6.0f;
velocity.z = dz * 6.0f;
}
void PickUpGun(const Gun& gun) {
inventory.push_back(gun);
if (currentGunIndex == -1) {
currentGunIndex = 0;
std::cout << "Equipped: " << gun.type << std::endl;
}
std::cout << "Picked up: " << gun.type << " with " << gun.ammo << " ammo\n";
}
void SwitchGun(int index) {
if (index >= 0 && index < inventory.size()) {
currentGunIndex = index;
std::cout << "Switched to: " << inventory[currentGunIndex].type << std::endl;
}
}
bool Shoot(Vector3 direction) {
if (currentGunIndex >= 0 && inventory[currentGunIndex].ammo > 0) {
inventory[currentGunIndex].ammo--;
std::cout << "Shot " << inventory[currentGunIndex].type << ", ammo left: " << inventory[currentGunIndex].ammo << "\n";
return true;
}
return false;
}
void TakeDamage(float damage) {
if (shield > 0) {
shield -= damage;
if (shield < 0) {
health += shield;
shield = 0;
}
} else {
health -= damage;
}
if (health <= 0) {
std::cout << "Player died!\n";
health = 0;
}
}
};
// LootItem class
class LootItem : public PhysicsObject {
public:
Gun gun;
LootItem(Vector3 pos, const Gun& g) : PhysicsObject(pos), gun(g) {}
};
// Enemy class
class Enemy : public PhysicsObject {
public:
float health;
float moveSpeed;
Enemy(Vector3 pos) : PhysicsObject(pos), health(50.0f), moveSpeed(3.0f) {}
void Update(float deltaTime, const Vector3& playerPos) {
PhysicsObject::Update(deltaTime);
// Simple AI: move towards player
Vector3 direction = (playerPos - position).Normalize();
velocity.x = direction.x * moveSpeed;
velocity.z = direction.z * moveSpeed;
// Basic attack simulation
if ((playerPos - position).Magnitude() < 2.0f) {
std::cout << "Enemy attacks player!\n";
}
}
void TakeDamage(float damage) {
health -= damage;
if (health <= 0) {
std::cout << "Enemy defeated!\n";
}
}
};
// House class with interior
class House {
public:
Vector3 position;
float size;
bool hasDoor;
House(Vector3 pos, float s = 4.0f) : position(pos), size(s), hasDoor(true) {}
void Render() {
// Floor
glBegin(GL_QUADS);
glColor3f(0.6f, 0.6f, 0.6f);
glVertex3f(position.x - size, position.y, position.z - size);
glVertex3f(position.x - size, position.y, position.z + size);
glVertex3f(position.x + size, position.y, position.z + size);
glVertex3f(position.x + size, position.y, position.z - size);
glEnd();
// Walls with door gap
glBegin(GL_QUADS);
glColor3f(0.8f, 0.6f, 0.4f);
// Front wall (with door)
if (!hasDoor) {
glVertex3f(position.x - size, position.y, position.z - size);
glVertex3f(position.x + size, position.y, position.z - size);
glVertex3f(position.x + size, position.y + size * 1.5f, position.z - size);
glVertex3f(position.x - size, position.y + size * 1.5f, position.z - size);
} else {
// Left part of front wall
glVertex3f(position.x - size, position.y, position.z - size);
glVertex3f(position.x - size * 0.3f, position.y, position.z - size);
glVertex3f(position.x - size * 0.3f, position.y + size * 1.5f, position.z - size);
glVertex3f(position.x - size, position.y + size * 1.5f, position.z - size);
// Right part of front wall
glVertex3f(position.x + size * 0.3f, position.y, position.z - size);
glVertex3f(position.x + size, position.y, position.z - size);
glVertex3f(position.x + size, position.y + size * 1.5f, position.z - size);
glVertex3f(position.x + size * 0.3f, position.y + size * 1.5f, position.z - size);
}
// Back wall
glVertex3f(position.x - size, position.y, position.z + size);
glVertex3f(position.x + size, position.y, position.z + size);
glVertex3f(position.x + size, position.y + size * 1.5f, position.z + size);
glVertex3f(position.x - size, position.y + size * 1.5f, position.z + size);
// Left wall
glVertex3f(position.x - size, position.y, position.z - size);
glVertex3f(position.x - size, position.y, position.z + size);
glVertex3f(position.x - size, position.y + size * 1.5f, position.z + size);
glVertex3f(position.x - size, position.y + size * 1.5f, position.z - size);
// Right wall
glVertex3f(position.x + size, position.y, position.z - size);
glVertex3f(position.x + size, position.y, position.z + size);
glVertex3f(position.x + size, position.y + size * 1.5f, position.z + size);
glVertex3f(position.x + size, position.y + size * 1.5f, position.z - size);
glEnd();
// Roof
glBegin(GL_TRIANGLES);
glColor3f(0.7f, 0.3f, 0.3f);
glVertex3f(position.x - size, position.y + size * 1.5f, position.z - size);
glVertex3f(position.x + size, position.y + size * 1.5f, position.z - size);
glVertex3f(position.x, position.y + size * 2.0f, position.z);
glVertex3f(position.x - size, position.y + size * 1.5f, position.z + size);
glVertex3f(position.x + size, position.y + size * 1.5f, position.z + size);
glVertex3f(position.x, position.y + size * 2.0f, position.z);
glEnd();
// Interior: simple table
glBegin(GL_QUADS);
glColor3f(0.5f, 0.3f, 0.2f);
glVertex3f(position.x - size * 0.5f, position.y + 0.5f, position.z - size * 0.5f);
glVertex3f(position.x - size * 0.5f, position.y + 0.5f, position.z + size * 0.5f);
glVertex3f(position.x + size * 0.5f, position.y + 0.5f, position.z + size * 0.5f);
glVertex3f(position.x + size * 0.5f, position.y + 0.5f, position.z - size * 0.5f);
glEnd();
}
bool IsInside(const Vector3& pos) const {
return pos.x > position.x - size && pos.x < position.x + size &&
pos.z > position.z - size && pos.z < position.z + size &&
pos.y < size * 1.5f;
}
};
// Global variables
Player player(Vector3(0, 1, 0));
std::vector<PhysicsObject> objects;
std::vector<LootItem> loots;
std::vector<House> houses;
std::vector<Enemy> enemies;
float cameraAngleX = 0.0f;
float cameraAngleY = 0.0f;
Vector3 cameraPos(0, 2, 5);
bool keys[256] = {false};
float lastShotTime = 0.0f;
// Generate world
void GenerateWorld() {
srand(time(NULL));
// Houses
for (int i = 0; i < NUM_HOUSES; ++i) {
float x = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
float z = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
houses.emplace_back(Vector3(x, 0, z));
}
// Loot (guns)
std::vector<Gun> gunTypes = {
Gun("Pistol", 30, 2.0f, 10.0f),
Gun("Rifle", 60, 5.0f, 15.0f),
Gun("Shotgun", 8, 1.0f, 25.0f),
Gun("Sniper", 10, 0.5f, 50.0f)
};
for (int i = 0; i < NUM_LOOTS; ++i) {
float x = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
float z = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
loots.emplace_back(Vector3(x, 1, z), gunTypes[rand() % gunTypes.size()]);
}
// Enemies
for (int i = 0; i < NUM_ENEMIES; ++i) {
float x = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
float z = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
enemies.emplace_back(Vector3(x, 1, z));
}
// Static objects (crates)
for (int i = 0; i < 20; ++i) {
float x = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
float z = (rand() % int(WORLD_SIZE * 20) - WORLD_SIZE * 10) / 10.0f;
objects.emplace_back(Vector3(x, 1, z));
}
}
// Check collisions
void CheckCollisions() {
for (const auto& house : houses) {
if (house.IsInside(player.position)) {
// Simple collision: push player out
Vector3 dir = player.position - house.position;
dir.y = 0;
dir = dir.Normalize();
player.position = house.position + dir * (house.size + 0.5f);
player.velocity.x = 0;
player.velocity.z = 0;
}
}
}
// Check loot pickup
void CheckLootPickup() {
for (auto it = loots.begin(); it != loots.end();) {
Vector3 dist = player.position - it->position;
if (dist.Magnitude() < 1.0f) {
player.PickUpGun(it->gun);
it = loots.erase(it);
} else {
++it;
}
}
}
// Check enemy hits
void CheckEnemyHits(const Vector3& shotDir) {
for (auto& enemy : enemies) {
if (enemy.health > 0) {
Vector3 dist = enemy.position - player.position;
if (dist.Magnitude() < 10.0f && dist.Normalize().Magnitude() > 0) {
float dot = dist.Normalize().x * shotDir.x + dist.Normalize().z * shotDir.z;
if (dot > 0.9f) {
enemy.TakeDamage(player.inventory[player.currentGunIndex].damage);
}
}
}
}
}
// Display function
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Third-person camera
Vector3 lookAt = player.position;
Vector3 cameraOffset = Vector3(
5 * sin(cameraAngleX) * cos(cameraAngleY),
2 + 5 * sin(cameraAngleY),
5 * cos(cameraAngleX) * cos(cameraAngleY)
);
cameraPos = player.position + cameraOffset;
gluLookAt(cameraPos.x, cameraPos.y, cameraPos.z,
lookAt.x, lookAt.y, lookAt.z,
0, 1, 0);
// Player (blue cube)
glPushMatrix();
glTranslatef(player.position.x, player.position.y, player.position.z);
glColor3f(0, 0, 1);
glutSolidCube(0.5f);
glPopMatrix();
// Objects (red cubes)
for (const auto& obj : objects) {
glPushMatrix();
glTranslatef(obj.position.x, obj.position.y, obj.position.z);
glColor3f(1, 0, 0);
glutSolidCube(0.5f);
glPopMatrix();
}
// Loot (yellow spheres)
for (const auto& loot : loots) {
glPushMatrix();
glTranslatef(loot.position.x, loot.position.y, loot.position.z);
glColor3f(1, 1, 0);
glutSolidSphere(0.3f, 20, 20);
glPopMatrix();
}
// Houses
for (const auto& house : houses) {
house.Render();
}
// Enemies (purple cubes)
for (const auto& enemy : enemies) {
if (enemy.health > 0) {
glPushMatrix();
glTranslatef(enemy.position.x, enemy.position.y, enemy.position.z);
glColor3f(0.5f, 0, 0.5f);
glutSolidCube(0.5f);
glPopMatrix();
}
}
// Ground
glBegin(GL_QUADS);
glColor3f(0, 1, 0);
glVertex3f(-WORLD_SIZE, 0, -WORLD_SIZE);
glVertex3f(-WORLD_SIZE, 0, WORLD_SIZE);
glVertex3f(WORLD_SIZE, 0, WORLD_SIZE);
glVertex3f(WORLD_SIZE, 0, -WORLD_SIZE);
glEnd();
glutSwapBuffers();
}
// Update function
void update(int value) {
float deltaTime = 0.016f;
lastShotTime += deltaTime;
// Handle movement
if (keys['w']) player.Move(0, -1);
if (keys['s']) player.Move(0, 1);
if (keys['a']) player.Move(-1, 0);
if (keys['d']) player.Move(1, 0);
player.Update(deltaTime);
for (auto& obj : objects) {
obj.Update(deltaTime);
}
for (auto& loot : loots) {
loot.Update(deltaTime);
}
for (auto& enemy : enemies) {
if (enemy.health > 0) {
enemy.Update(deltaTime, player.position);
}
}
CheckCollisions();
CheckLootPickup();
glutPostRedisplay();
glutTimerFunc(16, update, 0);
}
// Keyboard down
void keyboardDown(unsigned char key, int x, int y) {
keys[key] = true;
if (key == ' ') player.Jump();
if (key == 'e') player.SwitchGun((player.currentGunIndex + 1) % player.inventory.size());
if (key == 'f' && player.currentGunIndex >= 0 && lastShotTime > 1.0f / player.inventory[player.currentGunIndex].fireRate) {
Vector3 direction = (player.position - cameraPos).Normalize();
if (player.Shoot(direction)) {
CheckEnemyHits(direction);
lastShotTime = 0.0f;
}
}
if (key == 27) exit(0);
}
// Keyboard up
void keyboardUp(unsigned char key, int x, int y) {
keys[key] = false;
}
// Mouse motion
void mouseMotion(int x, int y) {
static int lastX = -1, lastY = -1;
if (lastX == -1) {
lastX = x;
lastY = y;
}
cameraAngleX += (x - lastX) * 0.01f;
cameraAngleY = std::max(-1.5f, std::min(1.5f, cameraAngleY + (y - lastY) * 0.01f));
lastX = x;
lastY = y;
}
// Init
void init() {
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
GenerateWorld();
}
// Reshape
void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (float)w / h, 0.1, WORLD_SIZE * 2);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Fortnite-Like 3D Game");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboardDown);
glutKeyboardUpFunc(keyboardUp);
glutPassiveMotionFunc(mouseMotion);
glutTimerFunc(0, update, 0);
glutMainLoop();
return 0;
}
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