Add jthread and fix warnings
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parent
80a2ba78a2
commit
d2476fa5df
2
Makefile
2
Makefile
@ -23,7 +23,7 @@ LINKER_FLAGS += $(shell pkg-config sdl2 SDL2_image --libs)
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build/%.o: %.cpp $(wildcard *.hpp)
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@mkdir -p `dirname $@`
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g++ $(CXXFLAGS) -c -o $@ $<
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g++ $(CXX_FLAGS) -c -o $@ $<
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all: $(OBJS)
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g++ $(OBJS) $(LINKER_FLAGS)
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16
src/Game.cpp
16
src/Game.cpp
@ -1,21 +1,15 @@
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#include <thread>
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#include <functional>
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#include <iostream>
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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#include "Game.hpp"
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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()
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void Game::update(std::stop_token stop_token)
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{
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stopping = true;
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update_thread.join();
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}
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void Game::update()
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{
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while (!stopping) {
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while (!stop_token.stop_requested()) {
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player.update();
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renderer.redraw();
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@ -39,7 +33,7 @@ void Game::draw() const
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void Game::run()
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{
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update_thread = std::thread(&Game::update, this);
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update_thread = std::jthread(std::bind_front(&Game::update, this));
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while (true) {
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SDL_Event e;
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@ -13,15 +13,14 @@ private:
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Player player;
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Map map;
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std::thread update_thread;
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bool stopping = false;
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std::jthread update_thread;
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void update();
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void update(std::stop_token stop_token);
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public:
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Game();
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Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
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~Game();
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~Game() = default;
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void run();
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@ -41,7 +41,7 @@ GameRenderer::~GameRenderer()
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Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
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{
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return (Sprite) {
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return Sprite {
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.texture = IMG_LoadTexture(renderer, file.c_str()),
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.width = width,
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.height = height
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@ -60,7 +60,7 @@ void GameRenderer::draw_sprite_rotated(const Sprite sprite, const int x, const i
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SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
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}
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void GameRenderer::clear_screen(const int r, const int g, const int b, const int a) const
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void GameRenderer::clear_screen(const uint8_t r, const uint8_t g, const uint8_t b, const uint8_t a) const
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{
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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SDL_RenderClear(renderer);
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@ -27,7 +27,7 @@ public:
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void draw_sprite_rotated(Sprite sprite, int x, int y, double angle) const;
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void clear_screen(int r, int g, int b, int 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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26
src/Map.cpp
26
src/Map.cpp
@ -13,7 +13,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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// Create horizontal starting path
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int y = renderer->screen_height / tile_size / 2;
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for (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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tiles[x][y] = Tile::path;
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@ -21,7 +21,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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// Create vertical starting path
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int x = renderer->screen_width / tile_size / 2;
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for (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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tiles[x][y] = Tile::path;
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@ -33,7 +33,7 @@ std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
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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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for (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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}
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@ -44,7 +44,7 @@ std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
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return new_tiles;
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}
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void Map::check_bounds(int player_x, int 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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// Generate to the left
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if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
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@ -56,12 +56,12 @@ void Map::check_bounds(int player_x, int player_y)
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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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std::vector<Tile> prev_tiles;
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for (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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}
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const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
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for (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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}
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@ -77,23 +77,23 @@ void Map::check_bounds(int player_x, int player_y)
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// Generate downwards
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if (player_y > (int)(tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2)) {
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std::vector<Tile> prev_tiles;
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for (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].back());
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}
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const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
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for (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].push_back(new_tiles[x]);
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}
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}
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}
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void Map::draw(int player_x, int player_y) const
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void Map::draw(const double player_x, const double player_y) const
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{
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for (int tile_x = 0; tile_x < tiles.size(); tile_x++) {
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for (int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
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int screen_x = tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2 - player_x;
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int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - player_y;
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for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
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for (unsigned int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
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int screen_x = tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2 - (int)player_x;
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int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - (int)player_y;
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if (
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screen_x < -tile_size || screen_y < -tile_size ||
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@ -10,8 +10,8 @@ class Map
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{
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private:
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GameRenderer *renderer;
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std::vector<std::vector<Tile>> tiles;
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int tile_size;
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std::vector<std::vector<Tile>> tiles;
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int tile_offset_x;
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int tile_offset_y;
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@ -23,9 +23,9 @@ private:
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public:
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Map(GameRenderer *renderer, int tile_size);
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void draw(int player_x, int player_y) const;
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void draw(double player_x, double player_y) const;
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void check_bounds(int player_x, int player_y);
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void check_bounds(double player_x, double player_y);
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};
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#endif
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@ -17,8 +17,8 @@ void Player::draw() const
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renderer->draw_sprite_rotated(
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bow_sprite,
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renderer->screen_width / 2 - bow_sprite.width / 2 + std::cos(angle) * 30,
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renderer->screen_height / 2 - bow_sprite.height / 2 + std::sin(angle) * 30,
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(int)(renderer->screen_width / 2 - bow_sprite.width / 2 + std::cos(angle) * 30),
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(int)(renderer->screen_height / 2 - bow_sprite.height / 2 + std::sin(angle) * 30),
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angle * 180 / M_PI
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);
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}
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@ -3,7 +3,7 @@
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int main()
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{
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srand(time(nullptr));
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srand((unsigned int)time(nullptr));
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Game game;
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game.run();
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