Implement shooting arrows

This commit is contained in:
Reimar 2025-10-28 13:48:39 +01:00
parent c9299b3e04
commit dfe4c4ba49
5 changed files with 34 additions and 11 deletions

View File

@ -2,6 +2,7 @@ OBJS= \
build/src/main.o \ build/src/main.o \
build/src/Map.o \ build/src/Map.o \
build/src/Game.o \ build/src/Game.o \
build/src/Arrow.o \
build/src/Player.o \ build/src/Player.o \
build/src/GameRenderer.o build/src/GameRenderer.o

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@ -1,12 +1,18 @@
#include <thread> #include <thread>
#include <functional> #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()
{
for (const Arrow *arrow : arrows) {
delete arrow;
}
}
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()) {
@ -14,6 +20,10 @@ void Game::update(std::stop_token stop_token)
player.update(); player.update();
for (Arrow *arrow : arrows) {
arrow->update();
}
renderer.redraw(); renderer.redraw();
map.check_bounds(player.x, player.y); map.check_bounds(player.x, player.y);
@ -32,6 +42,10 @@ void Game::draw()
map.draw(player.x, player.y); map.draw(player.x, player.y);
for (const Arrow *arrow : arrows) {
arrow->draw(player.x, player.y);
}
player.draw(); player.draw();
renderer.flush(); renderer.flush();
@ -87,6 +101,10 @@ void Game::run()
} }
} }
if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
arrows.push_back(new Arrow(&renderer, player.x, player.y, player.angle));
}
int mouse_x, mouse_y; int mouse_x, mouse_y;
SDL_GetMouseState(&mouse_x, &mouse_y); SDL_GetMouseState(&mouse_x, &mouse_y);
player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2); player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);

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@ -2,6 +2,8 @@
#define GAME_HPP #define GAME_HPP
#include <thread> #include <thread>
#include <vector>
#include "Arrow.hpp"
#include "GameRenderer.hpp" #include "GameRenderer.hpp"
#include "Player.hpp" #include "Player.hpp"
#include "Map.hpp" #include "Map.hpp"
@ -12,6 +14,7 @@ private:
GameRenderer renderer; GameRenderer renderer;
Player player; Player player;
Map map; Map map;
std::vector<Arrow*> arrows;
std::jthread update_thread; std::jthread update_thread;
std::mutex game_mutex; std::mutex game_mutex;
@ -21,7 +24,7 @@ private:
public: public:
Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {} Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
~Game() = default; ~Game();
void run(); void run();

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@ -5,8 +5,8 @@ Map::Map(GameRenderer *renderer, int tile_size) :
renderer(renderer), renderer(renderer),
tile_size(tile_size), tile_size(tile_size),
tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)), tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
tile_offset_x(-renderer->screen_width / tile_size / 2), tile_offset_x(-renderer->screen_width / tile_size / 2.0),
tile_offset_y(-renderer->screen_height / tile_size / 2) tile_offset_y(-renderer->screen_height / tile_size / 2.0)
{ {
grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size); grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size); path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
@ -69,13 +69,13 @@ void Map::check_bounds(const double player_x, const double player_y)
} }
// Generate to the right // Generate to the right
if (player_x > (int)(tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2)) { if (player_x > tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2) {
const std::vector<Tile> new_tiles = generate_tiles(tiles.back()); const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
tiles.push_back(new_tiles); tiles.push_back(new_tiles);
} }
// 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 > 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 (unsigned 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());
@ -92,8 +92,8 @@ void Map::draw(const double player_x, const double player_y) const
{ {
for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) { for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
for (unsigned 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 - (int)player_x; int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x);
int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - (int)player_y; int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y);
if ( if (
screen_x < -tile_size || screen_y < -tile_size || screen_x < -tile_size || screen_y < -tile_size ||

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@ -10,10 +10,7 @@ class Map
{ {
private: private:
GameRenderer *renderer; GameRenderer *renderer;
int tile_size;
std::vector<std::vector<Tile>> tiles; std::vector<std::vector<Tile>> tiles;
int tile_offset_x;
int tile_offset_y;
Sprite grass_sprite; Sprite grass_sprite;
Sprite path_sprite; Sprite path_sprite;
@ -21,6 +18,10 @@ private:
[[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const; [[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const;
public: public:
double tile_offset_x;
double tile_offset_y;
int tile_size;
Map(GameRenderer *renderer, int tile_size); Map(GameRenderer *renderer, int tile_size);
void draw(double player_x, double player_y) const; void draw(double player_x, double player_y) const;