Clean up, fix zombos

This commit is contained in:
Reimar 2025-10-30 10:41:37 +01:00
parent bedac59775
commit ce2113d910
8 changed files with 28 additions and 29 deletions

View File

@ -9,7 +9,7 @@ OBJS= \
MAKEFLAGS += -j $(shell nproc)
CXX_FLAGS = -std=c++23 -Wall -Wextra -Wpedantic -Wconversion -pedantic -pedantic-errors
CXX_FLAGS = -std=c++23 -Wall -Wextra -Wpedantic -Wconversion -Wno-reorder -pedantic -pedantic-errors
RELEASE=0

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@ -1,3 +1,5 @@
#include <cmath>
#include <numbers>
#include "Arrow.hpp"
Arrow::Arrow(GameRenderer *renderer, const double x, const double y, const double angle)
@ -12,7 +14,7 @@ void Arrow::draw(const double player_x, const double player_y) const
sprite,
(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
angle * 180 / M_PI
angle * 180 / std::numbers::pi
);
}

View File

@ -6,13 +6,6 @@
using namespace std::literals::chrono_literals;
Game::~Game()
{
for (const Arrow *arrow : arrows) {
delete arrow;
}
}
void Game::update(std::stop_token stop_token)
{
while (!stop_token.stop_requested()) {
@ -22,16 +15,16 @@ void Game::update(std::stop_token stop_token)
player.update();
for (Arrow *arrow : arrows) {
arrow->update();
for (Arrow &arrow : arrows) {
arrow.update();
}
for (Zombo *zombo : zombos) {
zombo->update(player.x, player.y);
for (Zombo &zombo : zombos) {
zombo.update(player.x, player.y);
}
if (ticks % 1000 == 0) {
zombos.push_back(new Zombo(&renderer, 20.0, 20.0));
if (ticks % 100 == 0) {
zombos.push_back(Zombo(&renderer, 20.0, 20.0));
}
renderer.redraw();
@ -52,8 +45,12 @@ void Game::draw()
map.draw(player.x, player.y);
for (const Arrow *arrow : arrows) {
arrow->draw(player.x, player.y);
for (const Zombo zombo : zombos) {
zombo.draw(player.x, player.y);
}
for (const Arrow arrow : arrows) {
arrow.draw(player.x, player.y);
}
player.draw();
@ -63,7 +60,7 @@ void Game::draw()
void Game::run()
{
update_thread = std::jthread(std::bind_front(&Game::update, this));
std::jthread update_thread = std::jthread(std::bind_front(&Game::update, this));
while (true) {
SDL_Event e;
@ -112,7 +109,7 @@ void Game::run()
}
if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
arrows.push_back(new Arrow(&renderer, player.x, player.y, player.angle));
arrows.push_back(Arrow(&renderer, player.x, player.y, player.angle));
}
int mouse_x, mouse_y;

View File

@ -15,10 +15,9 @@ private:
GameRenderer renderer;
Player player;
Map map;
std::vector<Arrow*> arrows;
std::vector<Zombo*> zombos;
std::vector<Arrow> arrows;
std::vector<Zombo> zombos;
std::jthread update_thread;
std::mutex game_mutex;
unsigned int ticks = 0;
@ -27,7 +26,7 @@ private:
public:
Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
~Game();
~Game() = default;
void run();

View File

@ -69,13 +69,13 @@ void Map::check_bounds(const double player_x, const double player_y)
}
// Generate to the right
if (player_x > tile_offset_x * tile_size + 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());
tiles.push_back(new_tiles);
}
// Generate downwards
if (player_y > tile_offset_y * tile_size + 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;
for (unsigned int x = 0; x < tiles.size(); x++) {
prev_tiles.push_back(tiles[x].back());

View File

@ -1,3 +1,4 @@
#include <numbers>
#include "GameRenderer.hpp"
#include "Player.hpp"
@ -19,7 +20,7 @@ void Player::draw() const
bow_sprite,
(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),
angle * 180 / M_PI
angle * 180 / std::numbers::pi
);
}

View File

@ -23,7 +23,7 @@ void Zombo::draw(const double player_x, const double player_y) const
{
renderer->draw_sprite(
sprite,
(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y)
(int)(x - sprite.width / 2.0 + renderer->screen_width / 2.0 - player_x),
(int)(y - sprite.height / 2.0 + renderer->screen_height / 2.0 - player_y)
);
}

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@ -13,7 +13,7 @@ private:
double x;
double y;
static constexpr int speed = 3;
static constexpr double speed = 0.5;
public:
Zombo(GameRenderer *renderer, double x, double y);