Add jthread and fix warnings

This commit is contained in:
Reimar 2025-10-27 14:04:51 +01:00
parent 80a2ba78a2
commit d2476fa5df
9 changed files with 32 additions and 39 deletions

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@ -23,7 +23,7 @@ LINKER_FLAGS += $(shell pkg-config sdl2 SDL2_image --libs)
build/%.o: %.cpp $(wildcard *.hpp) build/%.o: %.cpp $(wildcard *.hpp)
@mkdir -p `dirname $@` @mkdir -p `dirname $@`
g++ $(CXXFLAGS) -c -o $@ $< g++ $(CXX_FLAGS) -c -o $@ $<
all: $(OBJS) all: $(OBJS)
g++ $(OBJS) $(LINKER_FLAGS) g++ $(OBJS) $(LINKER_FLAGS)

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@ -1,21 +1,15 @@
#include <thread> #include <thread>
#include <functional>
#include <iostream>
#include "GameRenderer.hpp" #include "GameRenderer.hpp"
#include "Player.hpp" #include "Player.hpp"
#include "Game.hpp" #include "Game.hpp"
using namespace std::literals::chrono_literals; using namespace std::literals::chrono_literals;
Game::Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {} void Game::update(std::stop_token stop_token)
Game::~Game()
{ {
stopping = true; while (!stop_token.stop_requested()) {
update_thread.join();
}
void Game::update()
{
while (!stopping) {
player.update(); player.update();
renderer.redraw(); renderer.redraw();
@ -39,7 +33,7 @@ void Game::draw() const
void Game::run() void Game::run()
{ {
update_thread = std::thread(&Game::update, this); update_thread = std::jthread(std::bind_front(&Game::update, this));
while (true) { while (true) {
SDL_Event e; SDL_Event e;

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@ -13,15 +13,14 @@ private:
Player player; Player player;
Map map; Map map;
std::thread update_thread; std::jthread update_thread;
bool stopping = false;
void update(); void update(std::stop_token stop_token);
public: public:
Game(); Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
~Game(); ~Game() = default;
void run(); void run();

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@ -41,7 +41,7 @@ GameRenderer::~GameRenderer()
Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
{ {
return (Sprite) { return Sprite {
.texture = IMG_LoadTexture(renderer, file.c_str()), .texture = IMG_LoadTexture(renderer, file.c_str()),
.width = width, .width = width,
.height = height .height = height
@ -60,7 +60,7 @@ void GameRenderer::draw_sprite_rotated(const Sprite sprite, const int x, const i
SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE); SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
} }
void GameRenderer::clear_screen(const int r, const int g, const int b, const int a) const void GameRenderer::clear_screen(const uint8_t r, const uint8_t g, const uint8_t b, const uint8_t a) const
{ {
SDL_SetRenderDrawColor(renderer, r, g, b, a); SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);

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@ -27,7 +27,7 @@ public:
void draw_sprite_rotated(Sprite sprite, int x, int y, double angle) const; void draw_sprite_rotated(Sprite sprite, int x, int y, double angle) const;
void clear_screen(int r, int g, int b, int a) const; void clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;
void flush() const; void flush() const;

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@ -13,7 +13,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
// Create horizontal starting path // Create horizontal starting path
int y = renderer->screen_height / tile_size / 2; int y = renderer->screen_height / tile_size / 2;
for (int x = 0; x < tiles.size(); x++) { for (unsigned int x = 0; x < tiles.size(); x++) {
if (rand() % 2 == 0) y += rand() % 3 - 1; if (rand() % 2 == 0) y += rand() % 3 - 1;
tiles[x][y] = Tile::path; tiles[x][y] = Tile::path;
@ -21,7 +21,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
// Create vertical starting path // Create vertical starting path
int x = renderer->screen_width / tile_size / 2; int x = renderer->screen_width / tile_size / 2;
for (int y = 0; y < tiles[x].size(); y++) { for (unsigned int y = 0; y < tiles[x].size(); y++) {
if (rand() % 2 == 0) x += rand() % 3 - 1; if (rand() % 2 == 0) x += rand() % 3 - 1;
tiles[x][y] = Tile::path; tiles[x][y] = Tile::path;
@ -33,7 +33,7 @@ std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass); std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
int path_idx = 0; int path_idx = 0;
for (int i = 0; i < prev_tiles.size(); i++) { for (unsigned int i = 0; i < prev_tiles.size(); i++) {
if (prev_tiles[i] == Tile::path) path_idx = i; if (prev_tiles[i] == Tile::path) path_idx = i;
} }
@ -44,7 +44,7 @@ std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
return new_tiles; return new_tiles;
} }
void Map::check_bounds(int player_x, int player_y) void Map::check_bounds(const double player_x, const double player_y)
{ {
// Generate to the left // Generate to the left
if (tile_offset_x * tile_size + renderer->screen_width > player_x) { if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
@ -56,12 +56,12 @@ void Map::check_bounds(int player_x, int player_y)
// Generate upwards // Generate upwards
if (tile_offset_y * tile_size + renderer->screen_height > player_y) { if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
std::vector<Tile> prev_tiles; std::vector<Tile> prev_tiles;
for (int x = 0; x < tiles.size(); x++) { for (unsigned int x = 0; x < tiles.size(); x++) {
prev_tiles.push_back(tiles[x][0]); prev_tiles.push_back(tiles[x][0]);
} }
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles); const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
for (int x = 0; x < tiles.size(); x++) { for (unsigned int x = 0; x < tiles.size(); x++) {
tiles[x].insert(tiles[x].begin(), new_tiles[x]); tiles[x].insert(tiles[x].begin(), new_tiles[x]);
} }
@ -77,23 +77,23 @@ void Map::check_bounds(int player_x, int player_y)
// Generate downwards // Generate downwards
if (player_y > (int)(tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2)) { if (player_y > (int)(tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2)) {
std::vector<Tile> prev_tiles; std::vector<Tile> prev_tiles;
for (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 (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(int player_x, int player_y) const void Map::draw(const double player_x, const double player_y) const
{ {
for (int tile_x = 0; tile_x < tiles.size(); tile_x++) { for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
for (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 = tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2 - player_x; int screen_x = tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2 - (int)player_x;
int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - player_y; int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - (int)player_y;
if ( if (
screen_x < -tile_size || screen_y < -tile_size || screen_x < -tile_size || screen_y < -tile_size ||

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@ -10,8 +10,8 @@ class Map
{ {
private: private:
GameRenderer *renderer; GameRenderer *renderer;
std::vector<std::vector<Tile>> tiles;
int tile_size; int tile_size;
std::vector<std::vector<Tile>> tiles;
int tile_offset_x; int tile_offset_x;
int tile_offset_y; int tile_offset_y;
@ -23,9 +23,9 @@ private:
public: public:
Map(GameRenderer *renderer, int tile_size); Map(GameRenderer *renderer, int tile_size);
void draw(int player_x, int player_y) const; void draw(double player_x, double player_y) const;
void check_bounds(int player_x, int player_y); void check_bounds(double player_x, double player_y);
}; };
#endif #endif

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@ -17,8 +17,8 @@ void Player::draw() const
renderer->draw_sprite_rotated( renderer->draw_sprite_rotated(
bow_sprite, bow_sprite,
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),
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 / M_PI angle * 180 / M_PI
); );
} }

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@ -3,7 +3,7 @@
int main() int main()
{ {
srand(time(nullptr)); srand((unsigned int)time(nullptr));
Game game; Game game;
game.run(); game.run();