Fix zombo sprites not working

This commit is contained in:
Reimar 2025-11-03 14:02:58 +01:00
parent 623837d8ba
commit 7fecd9d451
7 changed files with 24 additions and 36 deletions

View File

@ -1,20 +1,13 @@
#include <cmath> #include <cmath>
#include <numbers> #include <numbers>
#include <memory>
#include "Arrow.hpp" #include "Arrow.hpp"
Arrow::Arrow(GameRenderer *renderer, const double x, const double y, const double angle) void Arrow::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
: renderer(renderer), x(x), y(y), angle(angle)
{
sprite = renderer->load_sprite("./assets/arrow.png", 22, 8);
}
void Arrow::draw(const double player_x, const double player_y) const
{ {
renderer->draw_sprite_rotated( renderer->draw_sprite_rotated(
*sprite, sprite,
(int)(x - sprite->width / 2 + renderer->screen_width / 2 - player_x), (int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
(int)(y - sprite->height / 2 + renderer->screen_height / 2 - player_y), (int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
angle * 180 / std::numbers::pi angle * 180 / std::numbers::pi
); );
} }

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@ -8,9 +8,6 @@
class Arrow class Arrow
{ {
private: private:
GameRenderer *renderer;
std::unique_ptr<Sprite> sprite;
double x; double x;
double y; double y;
double angle; double angle;
@ -18,9 +15,9 @@ private:
static constexpr int speed = 5; static constexpr int speed = 5;
public: public:
Arrow(GameRenderer *renderer, double x, double y, double angle); Arrow(double x, double y, double angle) : x(x), y(y), angle(angle) {}
void draw(double offset_x, double offset_y) const; void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
void update(); void update();
}; };

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@ -6,6 +6,12 @@
using namespace std::literals::chrono_literals; using namespace std::literals::chrono_literals;
Game::Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40)
{
arrow_sprite = renderer.load_sprite("./assets/arrow.png", 22, 8);
zombo_sprite = renderer.load_sprite("./assets/zombo.png", 40, 40);
}
void Game::update(std::stop_token stop_token) void Game::update(std::stop_token stop_token)
{ {
while (!stop_token.stop_requested()) { while (!stop_token.stop_requested()) {
@ -24,7 +30,7 @@ void Game::update(std::stop_token stop_token)
} }
if (ticks % 100 == 0 && zombos.size() < 20) { if (ticks % 100 == 0 && zombos.size() < 20) {
zombos.emplace_back(&renderer, 20.0, 20.0); zombos.emplace_back(20.0, 20.0);
} }
renderer.redraw(); renderer.redraw();
@ -46,11 +52,11 @@ void Game::draw()
map.draw(player.x, player.y); map.draw(player.x, player.y);
for (const Zombo &zombo : zombos) { for (const Zombo &zombo : zombos) {
zombo.draw(player.x, player.y); zombo.draw(&renderer, *zombo_sprite, player.x, player.y);
} }
for (const Arrow &arrow : arrows) { for (const Arrow &arrow : arrows) {
arrow.draw(player.x, player.y); arrow.draw(&renderer, *arrow_sprite, player.x, player.y);
} }
player.draw(); player.draw();
@ -109,7 +115,7 @@ void Game::run()
} }
if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) { if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
arrows.emplace_back(&renderer, player.x, player.y, player.angle); arrows.emplace_back(player.x, player.y, player.angle);
} }
int mouse_x, mouse_y; int mouse_x, mouse_y;

View File

@ -17,6 +17,7 @@ private:
Map map; Map map;
std::vector<Arrow> arrows; std::vector<Arrow> arrows;
std::vector<Zombo> zombos; std::vector<Zombo> zombos;
std::unique_ptr<Sprite> arrow_sprite, zombo_sprite;
std::mutex game_mutex; std::mutex game_mutex;
unsigned int ticks = 0; unsigned int ticks = 0;
@ -24,7 +25,7 @@ private:
void update(std::stop_token stop_token); void update(std::stop_token stop_token);
public: public:
Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {} Game();
~Game() = default; ~Game() = default;

View File

@ -1,7 +1,6 @@
#include <SDL2/SDL_render.h> #include <SDL2/SDL_render.h>
#include <SDL2/SDL_image.h> #include <SDL2/SDL_image.h>
#include "Sprite.hpp" #include "Sprite.hpp"
#include <iostream>
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)
{ {

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@ -1,10 +1,5 @@
#include "Zombo.hpp" #include "Zombo.hpp"
Zombo::Zombo(GameRenderer *renderer, const double x, const double y) : renderer(renderer), x(x), y(y)
{
sprite = renderer->load_sprite("./assets/zombo.png", 40, 40);
}
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);
@ -13,11 +8,11 @@ void Zombo::update(const double player_x, const double player_y)
y += std::sin(angle) * speed; y += std::sin(angle) * speed;
} }
void Zombo::draw(const double player_x, const double player_y) const void Zombo::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
{ {
renderer->draw_sprite( renderer->draw_sprite(
*sprite, sprite,
(int)(x - sprite->width / 2.0 + renderer->screen_width / 2.0 - player_x), (int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
(int)(y - sprite->height / 2.0 + renderer->screen_height / 2.0 - player_y) (int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y)
); );
} }

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@ -8,20 +8,17 @@
class Zombo class Zombo
{ {
private: private:
GameRenderer *renderer;
std::unique_ptr<Sprite> sprite;
double x; double x;
double y; double y;
static constexpr double speed = 0.5; static constexpr double speed = 0.5;
public: public:
Zombo(GameRenderer *renderer, double x, double 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(double player_x, double player_y) const; void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
}; };
#endif #endif