Fix indentation
This commit is contained in:
parent
fda8d5ffe8
commit
35569defc2
@ -4,16 +4,16 @@
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void Arrow::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
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void Arrow::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
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{
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{
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renderer->draw_sprite_rotated(
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renderer->draw_sprite_rotated(
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sprite,
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sprite,
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(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
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(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
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(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
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(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
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angle * 180 / std::numbers::pi
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angle * 180 / std::numbers::pi
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);
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);
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}
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}
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void Arrow::update()
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void Arrow::update()
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{
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{
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x += std::cos(angle) * speed;
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x += std::cos(angle) * speed;
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y += std::sin(angle) * speed;
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y += std::sin(angle) * speed;
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}
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}
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@ -8,18 +8,18 @@
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class Arrow
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class Arrow
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{
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{
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private:
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private:
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double x;
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double x;
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double y;
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double y;
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double angle;
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double angle;
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static constexpr int speed = 5;
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static constexpr int speed = 5;
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public:
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public:
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Arrow(double x, double y, double angle) : x(x), y(y), angle(angle) {}
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Arrow(double x, double y, double angle) : x(x), y(y), angle(angle) {}
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void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
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void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
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void update();
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void update();
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};
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};
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#endif
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#endif
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164
src/Game.cpp
164
src/Game.cpp
@ -8,120 +8,120 @@ using namespace std::literals::chrono_literals;
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Game::Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40)
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Game::Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40)
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{
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{
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arrow_sprite = renderer.load_sprite("./assets/arrow.png", 22, 8);
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arrow_sprite = renderer.load_sprite("./assets/arrow.png", 22, 8);
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zombo_sprite = renderer.load_sprite("./assets/zombo.png", 40, 40);
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zombo_sprite = renderer.load_sprite("./assets/zombo.png", 40, 40);
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}
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}
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void Game::update(std::stop_token stop_token)
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void Game::update(std::stop_token stop_token)
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{
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{
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while (!stop_token.stop_requested()) {
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while (!stop_token.stop_requested()) {
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game_mutex.lock();
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game_mutex.lock();
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ticks++;
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ticks++;
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player.update();
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player.update();
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for (Arrow &arrow : arrows) {
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for (Arrow &arrow : arrows) {
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arrow.update();
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arrow.update();
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}
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}
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for (Zombo &zombo : zombos) {
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for (Zombo &zombo : zombos) {
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zombo.update(player.x, player.y);
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zombo.update(player.x, player.y);
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}
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}
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if (ticks % 100 == 0 && zombos.size() < 20) {
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if (ticks % 100 == 0 && zombos.size() < 20) {
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zombos.emplace_back(20.0, 20.0);
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zombos.emplace_back(20.0, 20.0);
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}
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}
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renderer.redraw();
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renderer.redraw();
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map.check_bounds(player.x, player.y);
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map.check_bounds(player.x, player.y);
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game_mutex.unlock();
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game_mutex.unlock();
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std::this_thread::sleep_for(16666us);
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std::this_thread::sleep_for(16666us);
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}
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}
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}
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}
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void Game::draw()
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void Game::draw()
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{
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{
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const std::lock_guard lock(game_mutex);
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const std::lock_guard lock(game_mutex);
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renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
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renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
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map.draw(player.x, player.y);
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map.draw(player.x, player.y);
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for (const Zombo &zombo : zombos) {
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for (const Zombo &zombo : zombos) {
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zombo.draw(&renderer, *zombo_sprite, player.x, player.y);
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zombo.draw(&renderer, *zombo_sprite, player.x, player.y);
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}
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}
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for (const Arrow &arrow : arrows) {
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for (const Arrow &arrow : arrows) {
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arrow.draw(&renderer, *arrow_sprite, player.x, player.y);
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arrow.draw(&renderer, *arrow_sprite, player.x, player.y);
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}
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}
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player.draw();
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player.draw();
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renderer.flush();
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renderer.flush();
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}
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}
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void Game::run()
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void Game::run()
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{
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{
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std::jthread update_thread = std::jthread(std::bind_front(&Game::update, this));
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std::jthread update_thread = std::jthread(std::bind_front(&Game::update, this));
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while (true) {
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while (true) {
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SDL_Event e;
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SDL_Event e;
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SDL_WaitEvent(&e);
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SDL_WaitEvent(&e);
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if (e.type == SDL_QUIT) {
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if (e.type == SDL_QUIT) {
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break;
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break;
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}
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}
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if (e.type == SDL_KEYDOWN) {
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if (e.type == SDL_KEYDOWN) {
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switch (e.key.keysym.sym) {
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switch (e.key.keysym.sym) {
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case SDLK_RIGHT:
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case SDLK_RIGHT:
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case SDLK_d:
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case SDLK_d:
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player.x_vel = player.speed;
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player.x_vel = player.speed;
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break;
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break;
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case SDLK_LEFT:
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case SDLK_LEFT:
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case SDLK_a:
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case SDLK_a:
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player.x_vel = -player.speed;
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player.x_vel = -player.speed;
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break;
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break;
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case SDLK_DOWN:
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case SDLK_DOWN:
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case SDLK_s:
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case SDLK_s:
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player.y_vel = player.speed;
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player.y_vel = player.speed;
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break;
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break;
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case SDLK_UP:
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case SDLK_UP:
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case SDLK_w:
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case SDLK_w:
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player.y_vel = -player.speed;
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player.y_vel = -player.speed;
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break;
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break;
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}
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}
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}
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}
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if (e.type == SDL_KEYUP) {
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if (e.type == SDL_KEYUP) {
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switch (e.key.keysym.sym) {
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switch (e.key.keysym.sym) {
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case SDLK_RIGHT:
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case SDLK_RIGHT:
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case SDLK_d:
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case SDLK_d:
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case SDLK_LEFT:
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case SDLK_LEFT:
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case SDLK_a:
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case SDLK_a:
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player.x_vel = 0;
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player.x_vel = 0;
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break;
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break;
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case SDLK_DOWN:
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case SDLK_DOWN:
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case SDLK_s:
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case SDLK_s:
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case SDLK_UP:
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case SDLK_UP:
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case SDLK_w:
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case SDLK_w:
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player.y_vel = 0;
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player.y_vel = 0;
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break;
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break;
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}
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}
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}
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}
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
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arrows.emplace_back(player.x, player.y, player.angle);
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arrows.emplace_back(player.x, player.y, player.angle);
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}
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}
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int mouse_x, mouse_y;
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int mouse_x, mouse_y;
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SDL_GetMouseState(&mouse_x, &mouse_y);
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SDL_GetMouseState(&mouse_x, &mouse_y);
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player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);
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player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);
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draw();
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draw();
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}
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}
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}
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}
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26
src/Game.hpp
26
src/Game.hpp
@ -12,26 +12,26 @@
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class Game
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class Game
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{
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{
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private:
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private:
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GameRenderer renderer;
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GameRenderer renderer;
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Player player;
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Player player;
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Map map;
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Map map;
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std::vector<Arrow> arrows;
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std::vector<Arrow> arrows;
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std::vector<Zombo> zombos;
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std::vector<Zombo> zombos;
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std::unique_ptr<Sprite> arrow_sprite, zombo_sprite;
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std::unique_ptr<Sprite> arrow_sprite, zombo_sprite;
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std::mutex game_mutex;
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std::mutex game_mutex;
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unsigned int ticks = 0;
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unsigned int ticks = 0;
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void update(std::stop_token stop_token);
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void update(std::stop_token stop_token);
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public:
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public:
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Game();
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Game();
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~Game() = default;
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~Game() = default;
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void run();
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void run();
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void draw();
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void draw();
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};
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};
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#endif
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#endif
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@ -9,32 +9,32 @@
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class GameRenderer
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class GameRenderer
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{
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{
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private:
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private:
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SDL_Renderer *renderer;
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SDL_Renderer *renderer;
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SDL_Window *window;
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SDL_Window *window;
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std::string title;
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std::string title;
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public:
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public:
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int screen_width;
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int screen_width;
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int screen_height;
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int screen_height;
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GameRenderer(const std::string &title, int screen_width, int screen_height);
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GameRenderer(const std::string &title, int screen_width, int screen_height);
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~GameRenderer();
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~GameRenderer();
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std::unique_ptr<Sprite> load_sprite(const std::string &file, int width, int height) const;
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std::unique_ptr<Sprite> load_sprite(const std::string &file, int width, int height) const;
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void draw_sprite(const Sprite &sprite, int x, int y) const;
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void draw_sprite(const Sprite &sprite, int x, int y) const;
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void draw_sprite_flipped(const Sprite &sprite, int x, int y) const;
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void draw_sprite_flipped(const Sprite &sprite, int x, int y) const;
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void draw_sprite_rotated(const Sprite &sprite, int x, int y, double angle) const;
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void draw_sprite_rotated(const Sprite &sprite, int x, int y, double angle) const;
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void clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;
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void clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;
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void flush() const;
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void flush() const;
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void redraw() const;
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void redraw() const;
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};
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};
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#endif
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#endif
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154
src/Map.cpp
154
src/Map.cpp
@ -2,110 +2,110 @@
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#include "Map.hpp"
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#include "Map.hpp"
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Map::Map(GameRenderer *renderer, int tile_size) :
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Map::Map(GameRenderer *renderer, int tile_size) :
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renderer(renderer),
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renderer(renderer),
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tile_size(tile_size),
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tile_size(tile_size),
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
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tile_offset_x(-renderer->screen_width / tile_size / 2.0),
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tile_offset_x(-renderer->screen_width / tile_size / 2.0),
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tile_offset_y(-renderer->screen_height / tile_size / 2.0)
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tile_offset_y(-renderer->screen_height / tile_size / 2.0)
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{
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{
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grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
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grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
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path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
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path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
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// Create horizontal starting path
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// Create horizontal starting path
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int y = renderer->screen_height / tile_size / 2;
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int y = renderer->screen_height / tile_size / 2;
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for (unsigned int x = 0; x < tiles.size(); x++) {
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for (unsigned int x = 0; x < tiles.size(); x++) {
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if (rand() % 2 == 0) y += rand() % 3 - 1;
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if (rand() % 2 == 0) y += rand() % 3 - 1;
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tiles[x][y] = Tile::path;
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tiles[x][y] = Tile::path;
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}
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}
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// Create vertical starting path
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// Create vertical starting path
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int x = renderer->screen_width / tile_size / 2;
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int x = renderer->screen_width / tile_size / 2;
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for (unsigned int y = 0; y < tiles[x].size(); y++) {
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for (unsigned int y = 0; y < tiles[x].size(); y++) {
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if (rand() % 2 == 0) x += rand() % 3 - 1;
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if (rand() % 2 == 0) x += rand() % 3 - 1;
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tiles[x][y] = Tile::path;
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tiles[x][y] = Tile::path;
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}
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}
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}
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}
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std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
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std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
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{
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{
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std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
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std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
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int path_idx = 0;
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int path_idx = 0;
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for (unsigned int i = 0; i < prev_tiles.size(); i++) {
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for (unsigned int i = 0; i < prev_tiles.size(); i++) {
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if (prev_tiles[i] == Tile::path) path_idx = i;
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if (prev_tiles[i] == Tile::path) path_idx = i;
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}
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}
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if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
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if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
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new_tiles[path_idx] = Tile::path;
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new_tiles[path_idx] = Tile::path;
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return new_tiles;
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return new_tiles;
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}
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}
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void Map::check_bounds(const double player_x, const double player_y)
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void Map::check_bounds(const double player_x, const double player_y)
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{
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{
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// Generate to the left
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// Generate to the left
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if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
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if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
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const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
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const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
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tiles.insert(tiles.begin(), new_tiles);
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tiles.insert(tiles.begin(), new_tiles);
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tile_offset_x--;
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tile_offset_x--;
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}
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}
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// Generate upwards
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// Generate upwards
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if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
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if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
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std::vector<Tile> prev_tiles;
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std::vector<Tile> prev_tiles;
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for (unsigned int x = 0; x < tiles.size(); x++) {
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for (unsigned int x = 0; x < tiles.size(); x++) {
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prev_tiles.push_back(tiles[x][0]);
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prev_tiles.push_back(tiles[x][0]);
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}
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}
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const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
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const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
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for (unsigned int x = 0; x < tiles.size(); x++) {
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for (unsigned int x = 0; x < tiles.size(); x++) {
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tiles[x].insert(tiles[x].begin(), new_tiles[x]);
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tiles[x].insert(tiles[x].begin(), new_tiles[x]);
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}
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}
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tile_offset_y--;
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tile_offset_y--;
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}
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}
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|
|
||||||
// Generate to the right
|
// Generate to the right
|
||||||
if (player_x > tile_offset_x * tile_size + (double)tiles.size() * tile_size - renderer->screen_width / 2) {
|
if (player_x > tile_offset_x * tile_size + (double)tiles.size() * tile_size - renderer->screen_width / 2) {
|
||||||
const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
|
const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
|
||||||
tiles.push_back(new_tiles);
|
tiles.push_back(new_tiles);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Generate downwards
|
// Generate downwards
|
||||||
if (player_y > tile_offset_y * tile_size + (double)tiles[0].size() * tile_size - renderer->screen_height / 2) {
|
if (player_y > tile_offset_y * tile_size + (double)tiles[0].size() * tile_size - renderer->screen_height / 2) {
|
||||||
std::vector<Tile> prev_tiles;
|
std::vector<Tile> prev_tiles;
|
||||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||||
prev_tiles.push_back(tiles[x].back());
|
prev_tiles.push_back(tiles[x].back());
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||||
tiles[x].push_back(new_tiles[x]);
|
tiles[x].push_back(new_tiles[x]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Map::draw(const double player_x, const double player_y) const
|
void Map::draw(const double player_x, const double player_y) const
|
||||||
{
|
{
|
||||||
for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
|
for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
|
||||||
for (unsigned int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
|
for (unsigned int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
|
||||||
int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x);
|
int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x);
|
||||||
int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y);
|
int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y);
|
||||||
|
|
||||||
if (
|
if (
|
||||||
screen_x < -tile_size || screen_y < -tile_size ||
|
screen_x < -tile_size || screen_y < -tile_size ||
|
||||||
screen_x > renderer->screen_width || screen_y > renderer->screen_height
|
screen_x > renderer->screen_width || screen_y > renderer->screen_height
|
||||||
) {
|
) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
switch (tiles[tile_x][tile_y]) {
|
switch (tiles[tile_x][tile_y]) {
|
||||||
case Tile::grass: renderer->draw_sprite(*grass_sprite, screen_x, screen_y); break;
|
case Tile::grass: renderer->draw_sprite(*grass_sprite, screen_x, screen_y); break;
|
||||||
case Tile::path: renderer->draw_sprite(*path_sprite, screen_x, screen_y); break;
|
case Tile::path: renderer->draw_sprite(*path_sprite, screen_x, screen_y); break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
22
src/Map.hpp
22
src/Map.hpp
@ -10,25 +10,25 @@
|
|||||||
class Map
|
class Map
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
GameRenderer *renderer;
|
GameRenderer *renderer;
|
||||||
std::vector<std::vector<Tile>> tiles;
|
std::vector<std::vector<Tile>> tiles;
|
||||||
|
|
||||||
std::unique_ptr<Sprite> grass_sprite, path_sprite;
|
std::unique_ptr<Sprite> grass_sprite, path_sprite;
|
||||||
|
|
||||||
[[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const;
|
[[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
double tile_offset_x;
|
double tile_offset_x;
|
||||||
double tile_offset_y;
|
double tile_offset_y;
|
||||||
int tile_size;
|
int tile_size;
|
||||||
|
|
||||||
Map(GameRenderer *renderer, int tile_size);
|
Map(GameRenderer *renderer, int tile_size);
|
||||||
|
|
||||||
~Map() = default;
|
~Map() = default;
|
||||||
|
|
||||||
void draw(double player_x, double player_y) const;
|
void draw(double player_x, double player_y) const;
|
||||||
|
|
||||||
void check_bounds(double player_x, double player_y);
|
void check_bounds(double player_x, double player_y);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -4,28 +4,28 @@
|
|||||||
|
|
||||||
Player::Player(GameRenderer *renderer) : renderer(renderer)
|
Player::Player(GameRenderer *renderer) : renderer(renderer)
|
||||||
{
|
{
|
||||||
hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
|
hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
|
||||||
bow_sprite = renderer->load_sprite("./assets/bow_arrow.png", 22, 32);
|
bow_sprite = renderer->load_sprite("./assets/bow_arrow.png", 22, 32);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::draw() const
|
void Player::draw() const
|
||||||
{
|
{
|
||||||
renderer->draw_sprite(
|
renderer->draw_sprite(
|
||||||
*hero_sprite,
|
*hero_sprite,
|
||||||
renderer->screen_width / 2 - hero_sprite->width / 2,
|
renderer->screen_width / 2 - hero_sprite->width / 2,
|
||||||
renderer->screen_height / 2 - hero_sprite->height / 2
|
renderer->screen_height / 2 - hero_sprite->height / 2
|
||||||
);
|
);
|
||||||
|
|
||||||
renderer->draw_sprite_rotated(
|
renderer->draw_sprite_rotated(
|
||||||
*bow_sprite,
|
*bow_sprite,
|
||||||
(int)(renderer->screen_width / 2 - bow_sprite->width / 2 + std::cos(angle) * 30),
|
(int)(renderer->screen_width / 2 - bow_sprite->width / 2 + std::cos(angle) * 30),
|
||||||
(int)(renderer->screen_height / 2 - bow_sprite->height / 2 + std::sin(angle) * 30),
|
(int)(renderer->screen_height / 2 - bow_sprite->height / 2 + std::sin(angle) * 30),
|
||||||
angle * 180 / std::numbers::pi
|
angle * 180 / std::numbers::pi
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::update()
|
void Player::update()
|
||||||
{
|
{
|
||||||
x += x_vel;
|
x += x_vel;
|
||||||
y += y_vel;
|
y += y_vel;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -7,27 +7,27 @@
|
|||||||
class Player
|
class Player
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
GameRenderer *renderer;
|
GameRenderer *renderer;
|
||||||
std::unique_ptr<Sprite> hero_sprite, bow_sprite;
|
std::unique_ptr<Sprite> hero_sprite, bow_sprite;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
double x = 0;
|
double x = 0;
|
||||||
double y = 0;
|
double y = 0;
|
||||||
|
|
||||||
double x_vel = 0;
|
double x_vel = 0;
|
||||||
double y_vel = 0;
|
double y_vel = 0;
|
||||||
|
|
||||||
double angle = 0.0;
|
double angle = 0.0;
|
||||||
|
|
||||||
static constexpr double speed = 1.5;
|
static constexpr double speed = 1.5;
|
||||||
|
|
||||||
Player(GameRenderer *renderer);
|
Player(GameRenderer *renderer);
|
||||||
|
|
||||||
~Player() = default;
|
~Player() = default;
|
||||||
|
|
||||||
void draw() const;
|
void draw() const;
|
||||||
|
|
||||||
void update();
|
void update();
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@ -4,10 +4,10 @@
|
|||||||
|
|
||||||
Sprite::Sprite(SDL_Renderer *renderer, const std::string &file, int width, int height) : width(width), height(height)
|
Sprite::Sprite(SDL_Renderer *renderer, const std::string &file, int width, int height) : width(width), height(height)
|
||||||
{
|
{
|
||||||
texture = IMG_LoadTexture(renderer, file.c_str());
|
texture = IMG_LoadTexture(renderer, file.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
Sprite::~Sprite()
|
Sprite::~Sprite()
|
||||||
{
|
{
|
||||||
SDL_DestroyTexture(texture);
|
SDL_DestroyTexture(texture);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -6,18 +6,18 @@
|
|||||||
|
|
||||||
class Sprite {
|
class Sprite {
|
||||||
public:
|
public:
|
||||||
SDL_Texture *texture;
|
SDL_Texture *texture;
|
||||||
int width;
|
int width;
|
||||||
int height;
|
int height;
|
||||||
|
|
||||||
Sprite(SDL_Renderer *renderer, const std::string &file, int width, int height);
|
Sprite(SDL_Renderer *renderer, const std::string &file, int width, int height);
|
||||||
|
|
||||||
~Sprite();
|
~Sprite();
|
||||||
|
|
||||||
Sprite(const Sprite&) = delete;
|
Sprite(const Sprite&) = delete;
|
||||||
Sprite operator=(const Sprite&) = delete;
|
Sprite operator=(const Sprite&) = delete;
|
||||||
Sprite(Sprite&&) = delete;
|
Sprite(Sprite&&) = delete;
|
||||||
Sprite operator=(Sprite&&) = delete;
|
Sprite operator=(Sprite&&) = delete;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -3,8 +3,8 @@
|
|||||||
|
|
||||||
enum class Tile
|
enum class Tile
|
||||||
{
|
{
|
||||||
grass,
|
grass,
|
||||||
path,
|
path,
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@ -2,19 +2,19 @@
|
|||||||
|
|
||||||
void Zombo::update(const double player_x, const double player_y)
|
void Zombo::update(const double player_x, const double player_y)
|
||||||
{
|
{
|
||||||
double angle = std::atan2(player_y - y, player_x - x);
|
double angle = std::atan2(player_y - y, player_x - x);
|
||||||
|
|
||||||
x += std::cos(angle) * speed;
|
x += std::cos(angle) * speed;
|
||||||
y += std::sin(angle) * speed;
|
y += std::sin(angle) * speed;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Zombo::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
|
void Zombo::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
|
||||||
{
|
{
|
||||||
int draw_x = (int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x);
|
int draw_x = (int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x);
|
||||||
int draw_y = (int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y);
|
int draw_y = (int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y);
|
||||||
|
|
||||||
if (x < player_x)
|
if (x < player_x)
|
||||||
renderer->draw_sprite(sprite, draw_x, draw_y);
|
renderer->draw_sprite(sprite, draw_x, draw_y);
|
||||||
else
|
else
|
||||||
renderer->draw_sprite_flipped(sprite, draw_x, draw_y);
|
renderer->draw_sprite_flipped(sprite, draw_x, draw_y);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -8,17 +8,17 @@
|
|||||||
class Zombo
|
class Zombo
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
double x;
|
double x;
|
||||||
double y;
|
double y;
|
||||||
|
|
||||||
static constexpr double speed = 0.5;
|
static constexpr double speed = 0.5;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Zombo(const double x, const double y) : x(x), y(y) {}
|
Zombo(const double x, const double y) : x(x), y(y) {}
|
||||||
|
|
||||||
void update(double player_x, double player_y);
|
void update(double player_x, double player_y);
|
||||||
|
|
||||||
void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
|
void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user