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No commits in common. "4d3300e11120f7badc1f8abfc44154c8373826b8" and "623837d8baa33df9ba300f468a66a2bfa910f2bb" have entirely different histories.

15 changed files with 284 additions and 297 deletions

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@ -1,13 +1,20 @@
#include <cmath> #include <cmath>
#include <numbers> #include <numbers>
#include <memory>
#include "Arrow.hpp" #include "Arrow.hpp"
void Arrow::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const Arrow::Arrow(GameRenderer *renderer, const double x, const double y, const double angle)
: 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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@ -8,6 +8,9 @@
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;
@ -15,9 +18,9 @@ private:
static constexpr int speed = 5; static constexpr int speed = 5;
public: public:
Arrow(double x, double y, double angle) : x(x), y(y), angle(angle) {} Arrow(GameRenderer *renderer, double x, double y, double angle);
void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const; void draw(double offset_x, double offset_y) const;
void update(); void update();
}; };

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@ -6,12 +6,6 @@
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()) {
@ -30,7 +24,7 @@ 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, *zombo_sprite, player.x, player.y); zombos.emplace_back(&renderer, 20.0, 20.0);
} }
renderer.redraw(); renderer.redraw();
@ -52,11 +46,11 @@ 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(&renderer, *zombo_sprite, player.x, player.y); zombo.draw(player.x, player.y);
} }
for (const Arrow &arrow : arrows) { for (const Arrow &arrow : arrows) {
arrow.draw(&renderer, *arrow_sprite, player.x, player.y); arrow.draw(player.x, player.y);
} }
player.draw(); player.draw();
@ -115,7 +109,7 @@ void Game::run()
} }
if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) { if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
arrows.emplace_back(player.x, player.y, player.angle); arrows.emplace_back(&renderer, player.x, player.y, player.angle);
} }
int mouse_x, mouse_y; int mouse_x, mouse_y;

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@ -17,7 +17,6 @@ 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;
@ -25,7 +24,7 @@ private:
void update(std::stop_token stop_token); void update(std::stop_token stop_token);
public: public:
Game(); Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
~Game() = default; ~Game() = default;

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@ -51,12 +51,6 @@ void GameRenderer::draw_sprite(const Sprite &sprite, const int x, const int y) c
SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect); SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
} }
void GameRenderer::draw_sprite_flipped(const Sprite &sprite, const int x, const int y) const
{
const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };
SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, 0, nullptr, SDL_FLIP_HORIZONTAL);
}
void GameRenderer::draw_sprite_rotated(const Sprite &sprite, const int x, const int y, const double angle) const void GameRenderer::draw_sprite_rotated(const Sprite &sprite, const int x, const int y, const double angle) const
{ {
const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height }; const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };

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@ -26,8 +26,6 @@ public:
void draw_sprite(const Sprite &sprite, int x, int y) const; void draw_sprite(const Sprite &sprite, int x, int y) const;
void draw_sprite_flipped(const Sprite &sprite, int x, int y) const;
void draw_sprite_rotated(const Sprite &sprite, int x, int y, double angle) const; void draw_sprite_rotated(const Sprite &sprite, int x, int y, double angle) const;
void clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const; void clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;

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@ -1,6 +1,7 @@
#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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@ -1,19 +1,8 @@
#include "Zombo.hpp" #include "Zombo.hpp"
Zombo::Zombo(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) Zombo::Zombo(GameRenderer *renderer, const double x, const double y) : renderer(renderer), x(x), y(y)
{ {
if (rand() % 2 == 0) { sprite = renderer->load_sprite("./assets/zombo.png", 40, 40);
x = rand() % renderer->screen_width - renderer->screen_width / 2;
y = renderer->screen_height / 2 + sprite.height;
if (rand() % 2 == 0) y = -y;
} else {
x = renderer->screen_width / 2 + sprite.width;
y = rand() % renderer->screen_height - renderer->screen_height / 2;
if (rand() % 2 == 0) x = -x;
}
x += player_x;
y += player_y;
} }
void Zombo::update(const double player_x, const double player_y) void Zombo::update(const double player_x, const double player_y)
@ -24,13 +13,11 @@ 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 GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const void Zombo::draw(const double player_x, const double player_y) const
{ {
int draw_x = (int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x); renderer->draw_sprite(
int draw_y = (int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y); *sprite,
(int)(x - sprite->width / 2.0 + renderer->screen_width / 2.0 - player_x),
if (x < player_x) (int)(y - sprite->height / 2.0 + renderer->screen_height / 2.0 - player_y)
renderer->draw_sprite(sprite, draw_x, draw_y); );
else
renderer->draw_sprite_flipped(sprite, draw_x, draw_y);
} }

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@ -1,23 +1,27 @@
#ifndef ZOMBO_HPP #ifndef ZOMBO_HPP
#define ZOMBO_HPP #define ZOMBO_HPP
#include <memory>
#include "Sprite.hpp" #include "Sprite.hpp"
#include "GameRenderer.hpp" #include "GameRenderer.hpp"
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(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y); Zombo(GameRenderer *renderer, double x, double y);
void update(double player_x, double player_y); void update(double player_x, double player_y);
void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const; void draw(double player_x, double player_y) const;
}; };
#endif #endif