Create class structure, add player

This commit is contained in:
Reimar 2025-10-23 10:23:53 +02:00
parent 04940eb9bf
commit 5dcef29a0e
10 changed files with 201 additions and 50 deletions

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@ -1,12 +1,12 @@
OBJS= \ OBJS= \
build/lib/glad.o \
build/src/main.o \ build/src/main.o \
build/src/Game.o \
build/src/Player.o \
build/src/GameRenderer.o
LIBS=-lSDL2 LIBS=-lSDL2 -lSDL2_image
CFLAGS=-Iinclude build/%.o: %.cpp $(wildcard *.hpp)
build/%.o: %.cpp $(wildcard *.h)
mkdir -p `dirname $@` mkdir -p `dirname $@`
g++ $(CFLAGS) -c -o $@ $< $(LIBS) g++ $(CFLAGS) -c -o $@ $< $(LIBS)

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assets/hero_front.png Normal file

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27
src/Game.cpp Normal file
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#include "GameRenderer.hpp"
#include "Player.hpp"
#include "Game.hpp"
Game::Game()
{
renderer = new GameRenderer("Zombo Shooter", 800, 450);
player = new Player(renderer);
}
void Game::run() const
{
while (true) {
SDL_Event e;
SDL_WaitEvent(&e);
if (e.type == SDL_QUIT) {
break;
}
renderer->clear_screen(0x80, 0x40, 0xFF, 0xFF);
player->draw();
renderer->flush();
}
}

19
src/Game.hpp Normal file
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#ifndef GAME_HPP
#define GAME_HPP
#include "GameRenderer.hpp"
#include "Player.hpp"
class Game
{
private:
GameRenderer *renderer;
Player *player;
public:
Game();
void run() const;
};
#endif

66
src/GameRenderer.cpp Normal file
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#include <SDL2/SDL_image.h>
#include <iostream>
#include "Sprite.hpp"
#include "GameRenderer.hpp"
GameRenderer::GameRenderer(const std::string &title, const int screen_width, const int screen_height)
: title(title), screen_width(screen_width), screen_height(screen_height)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "Unable to initialize SDL" << std::endl;
exit(EXIT_FAILURE);
}
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
window = SDL_CreateWindow(
title.c_str(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
screen_width, screen_height,
SDL_WINDOW_SHOWN
);
if (!window) {
std::cerr << "Could not create window" << std::endl;
exit(EXIT_FAILURE);
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
std::cerr << "Could not create renderer" << std::endl;
exit(EXIT_FAILURE);
}
}
GameRenderer::~GameRenderer()
{
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}
Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
{
return (Sprite) {
.texture = IMG_LoadTexture(renderer, file.c_str()),
.width = width,
.height = height
};
}
void GameRenderer::draw_sprite(const Sprite sprite, const int x, const int y) const
{
const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };
SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
}
void GameRenderer::clear_screen(const int r, const int g, const int b, const int a) const
{
SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDL_RenderClear(renderer);
}
void GameRenderer::flush() const
{
SDL_RenderPresent(renderer);
}

33
src/GameRenderer.hpp Normal file
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#ifndef GAME_RENDERER_HPP
#define GAME_RENDERER_HPP
#include <string>
#include <SDL2/SDL.h>
#include "Sprite.hpp"
class GameRenderer
{
private:
SDL_Renderer *renderer;
SDL_Window *window;
std::string title;
public:
int screen_width;
int screen_height;
GameRenderer(const std::string &title, int screen_width, int screen_height);
~GameRenderer();
Sprite load_sprite(const std::string &file, int width, int height) const;
void draw_sprite(Sprite sprite, int x, int y) const;
void clear_screen(int r, int g, int b, int a) const;
void flush() const;
};
#endif

16
src/Player.cpp Normal file
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#include "GameRenderer.hpp"
#include "Player.hpp"
Player::Player(GameRenderer *renderer) : renderer(renderer)
{
hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
}
void Player::draw() const
{
renderer->draw_sprite(
hero_sprite,
renderer->screen_width / 2 - hero_sprite.width / 2,
renderer->screen_height / 2 - hero_sprite.height / 2
);
}

20
src/Player.hpp Normal file
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#ifndef PLAYER_HPP
#define PLAYER_HPP
#include "GameRenderer.hpp"
class Player
{
private:
GameRenderer *renderer;
Sprite hero_sprite;
int x = 0;
int y = 0;
public:
Player(GameRenderer *renderer);
void draw() const;
};
#endif

12
src/Sprite.hpp Normal file
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#ifndef SPRITE_HPP
#define SPRITE_HPP
#include <SDL2/SDL_render.h>
typedef struct {
SDL_Texture *texture;
int width;
int height;
} Sprite;
#endif

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@ -1,52 +1,10 @@
#include <SDL2/SDL.h> #include "Game.hpp"
#include <iostream>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 450
int main() int main()
{ {
if (SDL_Init(SDL_INIT_VIDEO) < 0) { const Game *game = new Game();
std::cerr << "Unable to initialize SDL" << std::endl;
return EXIT_FAILURE;
}
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0"); game->run();
SDL_Window *window = SDL_CreateWindow(
"Zombo Shooter",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN
);
if (!window) {
std::cerr << "Could not create window" << std::endl;
return EXIT_FAILURE;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
std::cerr << "Could not create renderer" << std::endl;
return EXIT_FAILURE;
}
while (true) {
SDL_Event e;
SDL_WaitEvent(&e);
if (e.type == SDL_QUIT) {
break;
}
SDL_SetRenderDrawColor(renderer, 0x80, 0x40, 0xFF, 0xFF);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
return 0; return 0;
} }