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4 Commits
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4d3300e111
| Author | SHA1 | Date | |
|---|---|---|---|
| 4d3300e111 | |||
| 35569defc2 | |||
| fda8d5ffe8 | |||
| 7fecd9d451 |
@ -1,26 +1,19 @@
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#include <cmath>
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#include <numbers>
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#include <memory>
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#include "Arrow.hpp"
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Arrow::Arrow(GameRenderer *renderer, const double x, const double y, const double angle)
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: renderer(renderer), x(x), y(y), angle(angle)
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void Arrow::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
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{
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sprite = renderer->load_sprite("./assets/arrow.png", 22, 8);
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}
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void Arrow::draw(const double player_x, const double player_y) const
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{
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renderer->draw_sprite_rotated(
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*sprite,
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(int)(x - sprite->width / 2 + renderer->screen_width / 2 - player_x),
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(int)(y - sprite->height / 2 + renderer->screen_height / 2 - player_y),
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angle * 180 / std::numbers::pi
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);
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renderer->draw_sprite_rotated(
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sprite,
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(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
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(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
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angle * 180 / std::numbers::pi
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);
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}
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void Arrow::update()
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{
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x += std::cos(angle) * speed;
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y += std::sin(angle) * speed;
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x += std::cos(angle) * speed;
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y += std::sin(angle) * speed;
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}
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@ -8,21 +8,18 @@
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class Arrow
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{
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private:
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GameRenderer *renderer;
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std::unique_ptr<Sprite> sprite;
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double x;
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double y;
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double angle;
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double x;
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double y;
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double angle;
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static constexpr int speed = 5;
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static constexpr int speed = 5;
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public:
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Arrow(GameRenderer *renderer, double x, double y, double angle);
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Arrow(double x, double y, double angle) : x(x), y(y), angle(angle) {}
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void draw(double offset_x, double offset_y) const;
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void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
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void update();
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void update();
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};
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#endif
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166
src/Game.cpp
166
src/Game.cpp
@ -6,116 +6,122 @@
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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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{
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arrow_sprite = renderer.load_sprite("./assets/arrow.png", 22, 8);
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zombo_sprite = renderer.load_sprite("./assets/zombo.png", 40, 40);
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}
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void Game::update(std::stop_token stop_token)
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{
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while (!stop_token.stop_requested()) {
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game_mutex.lock();
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while (!stop_token.stop_requested()) {
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game_mutex.lock();
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ticks++;
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ticks++;
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player.update();
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player.update();
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for (Arrow &arrow : arrows) {
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arrow.update();
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}
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for (Arrow &arrow : arrows) {
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arrow.update();
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}
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for (Zombo &zombo : zombos) {
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zombo.update(player.x, player.y);
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}
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for (Zombo &zombo : zombos) {
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zombo.update(player.x, player.y);
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}
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if (ticks % 100 == 0 && zombos.size() < 20) {
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zombos.emplace_back(&renderer, 20.0, 20.0);
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}
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if (ticks % 100 == 0 && zombos.size() < 20) {
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zombos.emplace_back(&renderer, *zombo_sprite, player.x, player.y);
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}
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renderer.redraw();
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renderer.redraw();
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map.check_bounds(player.x, player.y);
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map.check_bounds(player.x, player.y);
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game_mutex.unlock();
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game_mutex.unlock();
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std::this_thread::sleep_for(16666us);
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}
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std::this_thread::sleep_for(16666us);
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}
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}
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void Game::draw()
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{
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const std::lock_guard lock(game_mutex);
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const std::lock_guard lock(game_mutex);
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renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
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renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
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map.draw(player.x, player.y);
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map.draw(player.x, player.y);
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for (const Zombo &zombo : zombos) {
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zombo.draw(player.x, player.y);
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}
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for (const Zombo &zombo : zombos) {
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zombo.draw(&renderer, *zombo_sprite, player.x, player.y);
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}
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for (const Arrow &arrow : arrows) {
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arrow.draw(player.x, player.y);
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}
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for (const Arrow &arrow : arrows) {
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arrow.draw(&renderer, *arrow_sprite, player.x, player.y);
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}
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player.draw();
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player.draw();
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renderer.flush();
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renderer.flush();
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}
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void Game::run()
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{
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std::jthread update_thread = std::jthread(std::bind_front(&Game::update, this));
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std::jthread 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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SDL_WaitEvent(&e);
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while (true) {
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SDL_Event e;
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SDL_WaitEvent(&e);
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if (e.type == SDL_QUIT) {
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break;
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}
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if (e.type == SDL_QUIT) {
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break;
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}
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if (e.type == SDL_KEYDOWN) {
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switch (e.key.keysym.sym) {
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case SDLK_RIGHT:
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case SDLK_d:
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player.x_vel = player.speed;
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break;
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case SDLK_LEFT:
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case SDLK_a:
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player.x_vel = -player.speed;
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break;
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case SDLK_DOWN:
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case SDLK_s:
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player.y_vel = player.speed;
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break;
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case SDLK_UP:
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case SDLK_w:
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player.y_vel = -player.speed;
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break;
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}
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}
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if (e.type == SDL_KEYDOWN) {
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switch (e.key.keysym.sym) {
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case SDLK_RIGHT:
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case SDLK_d:
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player.x_vel = player.speed;
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break;
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case SDLK_LEFT:
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case SDLK_a:
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player.x_vel = -player.speed;
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break;
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case SDLK_DOWN:
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case SDLK_s:
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player.y_vel = player.speed;
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break;
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case SDLK_UP:
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case SDLK_w:
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player.y_vel = -player.speed;
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break;
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}
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}
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if (e.type == SDL_KEYUP) {
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switch (e.key.keysym.sym) {
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case SDLK_RIGHT:
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case SDLK_d:
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case SDLK_LEFT:
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case SDLK_a:
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player.x_vel = 0;
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break;
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case SDLK_DOWN:
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case SDLK_s:
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case SDLK_UP:
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case SDLK_w:
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player.y_vel = 0;
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break;
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}
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}
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if (e.type == SDL_KEYUP) {
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switch (e.key.keysym.sym) {
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case SDLK_RIGHT:
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case SDLK_d:
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case SDLK_LEFT:
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case SDLK_a:
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player.x_vel = 0;
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break;
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case SDLK_DOWN:
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case SDLK_s:
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case SDLK_UP:
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case SDLK_w:
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player.y_vel = 0;
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break;
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}
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}
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
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arrows.emplace_back(&renderer, player.x, player.y, player.angle);
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}
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
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arrows.emplace_back(player.x, player.y, player.angle);
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}
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int mouse_x, mouse_y;
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SDL_GetMouseState(&mouse_x, &mouse_y);
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player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);
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int mouse_x, mouse_y;
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SDL_GetMouseState(&mouse_x, &mouse_y);
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player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);
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draw();
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}
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draw();
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}
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}
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25
src/Game.hpp
25
src/Game.hpp
@ -12,25 +12,26 @@
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class Game
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{
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private:
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GameRenderer renderer;
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Player player;
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Map map;
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std::vector<Arrow> arrows;
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std::vector<Zombo> zombos;
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GameRenderer renderer;
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Player player;
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Map map;
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std::vector<Arrow> arrows;
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std::vector<Zombo> zombos;
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std::unique_ptr<Sprite> arrow_sprite, zombo_sprite;
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std::mutex game_mutex;
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unsigned int ticks = 0;
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std::mutex game_mutex;
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unsigned int ticks = 0;
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void update(std::stop_token stop_token);
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void update(std::stop_token stop_token);
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public:
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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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~Game() = default;
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void run();
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void run();
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void draw();
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void draw();
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};
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#endif
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@ -51,6 +51,12 @@ void GameRenderer::draw_sprite(const Sprite &sprite, const int x, const int y) c
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SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
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}
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void GameRenderer::draw_sprite_flipped(const Sprite &sprite, const int x, const int y) const
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{
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const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };
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SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, 0, nullptr, SDL_FLIP_HORIZONTAL);
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}
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void GameRenderer::draw_sprite_rotated(const Sprite &sprite, const int x, const int y, const double angle) const
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{
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const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };
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@ -9,30 +9,32 @@
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class GameRenderer
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{
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private:
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SDL_Renderer *renderer;
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Window *window;
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std::string title;
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std::string title;
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public:
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int screen_width;
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int screen_height;
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int screen_width;
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int screen_height;
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GameRenderer(const std::string &title, int screen_width, int screen_height);
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GameRenderer(const std::string &title, int screen_width, int screen_height);
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~GameRenderer();
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~GameRenderer();
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std::unique_ptr<Sprite> load_sprite(const std::string &file, int width, int height) const;
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std::unique_ptr<Sprite> load_sprite(const std::string &file, int width, int height) const;
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void draw_sprite(const Sprite &sprite, int x, int y) const;
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void draw_sprite(const Sprite &sprite, int x, int y) const;
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void draw_sprite_rotated(const Sprite &sprite, int x, int y, double angle) const;
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void draw_sprite_flipped(const Sprite &sprite, int x, int y) 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 draw_sprite_rotated(const Sprite &sprite, int x, int y, double angle) const;
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void flush() 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 redraw() const;
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void flush() const;
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void redraw() const;
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};
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#endif
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#endif
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154
src/Map.cpp
154
src/Map.cpp
@ -2,110 +2,110 @@
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#include "Map.hpp"
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Map::Map(GameRenderer *renderer, int tile_size) :
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renderer(renderer),
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tile_size(tile_size),
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
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tile_offset_x(-renderer->screen_width / tile_size / 2.0),
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tile_offset_y(-renderer->screen_height / tile_size / 2.0)
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renderer(renderer),
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tile_size(tile_size),
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
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tile_offset_x(-renderer->screen_width / tile_size / 2.0),
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tile_offset_y(-renderer->screen_height / tile_size / 2.0)
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{
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grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
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path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
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grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
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path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, 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 (unsigned int x = 0; x < tiles.size(); x++) {
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if (rand() % 2 == 0) y += rand() % 3 - 1;
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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 (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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}
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tiles[x][y] = Tile::path;
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}
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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 (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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// Create vertical starting path
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int x = renderer->screen_width / tile_size / 2;
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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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|
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tiles[x][y] = Tile::path;
|
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}
|
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tiles[x][y] = Tile::path;
|
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}
|
||||
}
|
||||
|
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std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
|
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{
|
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std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
|
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std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
|
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|
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int path_idx = 0;
|
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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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int path_idx = 0;
|
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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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|
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if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
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if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
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|
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new_tiles[path_idx] = Tile::path;
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new_tiles[path_idx] = Tile::path;
|
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|
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return new_tiles;
|
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return new_tiles;
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}
|
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|
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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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const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
|
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tiles.insert(tiles.begin(), new_tiles);
|
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tile_offset_x--;
|
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}
|
||||
// Generate to the left
|
||||
if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
|
||||
const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
|
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tiles.insert(tiles.begin(), new_tiles);
|
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tile_offset_x--;
|
||||
}
|
||||
|
||||
// Generate upwards
|
||||
if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
|
||||
std::vector<Tile> prev_tiles;
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
prev_tiles.push_back(tiles[x][0]);
|
||||
}
|
||||
// Generate upwards
|
||||
if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
|
||||
std::vector<Tile> prev_tiles;
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
prev_tiles.push_back(tiles[x][0]);
|
||||
}
|
||||
|
||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
tiles[x].insert(tiles[x].begin(), new_tiles[x]);
|
||||
}
|
||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
tiles[x].insert(tiles[x].begin(), new_tiles[x]);
|
||||
}
|
||||
|
||||
tile_offset_y--;
|
||||
}
|
||||
tile_offset_y--;
|
||||
}
|
||||
|
||||
// Generate to the right
|
||||
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 to the right
|
||||
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 + (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());
|
||||
}
|
||||
// Generate downwards
|
||||
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());
|
||||
}
|
||||
|
||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
tiles[x].push_back(new_tiles[x]);
|
||||
}
|
||||
}
|
||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
tiles[x].push_back(new_tiles[x]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
|
||||
int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x);
|
||||
int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y);
|
||||
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++) {
|
||||
int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x);
|
||||
int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y);
|
||||
|
||||
if (
|
||||
screen_x < -tile_size || screen_y < -tile_size ||
|
||||
screen_x > renderer->screen_width || screen_y > renderer->screen_height
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
if (
|
||||
screen_x < -tile_size || screen_y < -tile_size ||
|
||||
screen_x > renderer->screen_width || screen_y > renderer->screen_height
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (tiles[tile_x][tile_y]) {
|
||||
case Tile::grass: renderer->draw_sprite(*grass_sprite, screen_x, screen_y); break;
|
||||
case Tile::path: renderer->draw_sprite(*path_sprite, screen_x, screen_y); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
switch (tiles[tile_x][tile_y]) {
|
||||
case Tile::grass: renderer->draw_sprite(*grass_sprite, screen_x, screen_y); break;
|
||||
case Tile::path: renderer->draw_sprite(*path_sprite, screen_x, screen_y); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
22
src/Map.hpp
22
src/Map.hpp
@ -10,25 +10,25 @@
|
||||
class Map
|
||||
{
|
||||
private:
|
||||
GameRenderer *renderer;
|
||||
std::vector<std::vector<Tile>> tiles;
|
||||
GameRenderer *renderer;
|
||||
std::vector<std::vector<Tile>> tiles;
|
||||
|
||||
std::unique_ptr<Sprite> grass_sprite, path_sprite;
|
||||
std::unique_ptr<Sprite> grass_sprite, path_sprite;
|
||||
|
||||
[[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:
|
||||
double tile_offset_x;
|
||||
double tile_offset_y;
|
||||
int tile_size;
|
||||
double tile_offset_x;
|
||||
double tile_offset_y;
|
||||
int tile_size;
|
||||
|
||||
Map(GameRenderer *renderer, int tile_size);
|
||||
Map(GameRenderer *renderer, int tile_size);
|
||||
|
||||
~Map() = default;
|
||||
~Map() = default;
|
||||
|
||||
void draw(double player_x, double player_y) const;
|
||||
void draw(double player_x, double player_y) const;
|
||||
|
||||
void check_bounds(double player_x, double player_y);
|
||||
void check_bounds(double player_x, double player_y);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@ -4,28 +4,28 @@
|
||||
|
||||
Player::Player(GameRenderer *renderer) : renderer(renderer)
|
||||
{
|
||||
hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
|
||||
bow_sprite = renderer->load_sprite("./assets/bow_arrow.png", 22, 32);
|
||||
hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
|
||||
bow_sprite = renderer->load_sprite("./assets/bow_arrow.png", 22, 32);
|
||||
}
|
||||
|
||||
void Player::draw() const
|
||||
{
|
||||
renderer->draw_sprite(
|
||||
*hero_sprite,
|
||||
renderer->screen_width / 2 - hero_sprite->width / 2,
|
||||
renderer->screen_height / 2 - hero_sprite->height / 2
|
||||
);
|
||||
renderer->draw_sprite(
|
||||
*hero_sprite,
|
||||
renderer->screen_width / 2 - hero_sprite->width / 2,
|
||||
renderer->screen_height / 2 - hero_sprite->height / 2
|
||||
);
|
||||
|
||||
renderer->draw_sprite_rotated(
|
||||
*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 / std::numbers::pi
|
||||
);
|
||||
renderer->draw_sprite_rotated(
|
||||
*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 / std::numbers::pi
|
||||
);
|
||||
}
|
||||
|
||||
void Player::update()
|
||||
{
|
||||
x += x_vel;
|
||||
y += y_vel;
|
||||
x += x_vel;
|
||||
y += y_vel;
|
||||
}
|
||||
|
||||
@ -7,27 +7,27 @@
|
||||
class Player
|
||||
{
|
||||
private:
|
||||
GameRenderer *renderer;
|
||||
std::unique_ptr<Sprite> hero_sprite, bow_sprite;
|
||||
GameRenderer *renderer;
|
||||
std::unique_ptr<Sprite> hero_sprite, bow_sprite;
|
||||
|
||||
public:
|
||||
double x = 0;
|
||||
double y = 0;
|
||||
double x = 0;
|
||||
double y = 0;
|
||||
|
||||
double x_vel = 0;
|
||||
double y_vel = 0;
|
||||
double x_vel = 0;
|
||||
double y_vel = 0;
|
||||
|
||||
double angle = 0.0;
|
||||
double angle = 0.0;
|
||||
|
||||
static constexpr double speed = 1.5;
|
||||
static constexpr double speed = 1.5;
|
||||
|
||||
Player(GameRenderer *renderer);
|
||||
Player(GameRenderer *renderer);
|
||||
|
||||
~Player() = default;
|
||||
~Player() = default;
|
||||
|
||||
void draw() const;
|
||||
void draw() const;
|
||||
|
||||
void update();
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -1,14 +1,13 @@
|
||||
#include <SDL2/SDL_render.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include "Sprite.hpp"
|
||||
#include <iostream>
|
||||
|
||||
Sprite::Sprite(SDL_Renderer *renderer, const std::string &file, int width, int height) : width(width), height(height)
|
||||
{
|
||||
texture = IMG_LoadTexture(renderer, file.c_str());
|
||||
texture = IMG_LoadTexture(renderer, file.c_str());
|
||||
}
|
||||
|
||||
Sprite::~Sprite()
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
SDL_DestroyTexture(texture);
|
||||
}
|
||||
|
||||
@ -6,18 +6,18 @@
|
||||
|
||||
class Sprite {
|
||||
public:
|
||||
SDL_Texture *texture;
|
||||
int width;
|
||||
int height;
|
||||
SDL_Texture *texture;
|
||||
int width;
|
||||
int height;
|
||||
|
||||
Sprite(SDL_Renderer *renderer, const std::string &file, int width, int height);
|
||||
Sprite(SDL_Renderer *renderer, const std::string &file, int width, int height);
|
||||
|
||||
~Sprite();
|
||||
~Sprite();
|
||||
|
||||
Sprite(const Sprite&) = delete;
|
||||
Sprite operator=(const Sprite&) = delete;
|
||||
Sprite(Sprite&&) = delete;
|
||||
Sprite operator=(Sprite&&) = delete;
|
||||
Sprite(const Sprite&) = delete;
|
||||
Sprite operator=(const Sprite&) = delete;
|
||||
Sprite(Sprite&&) = delete;
|
||||
Sprite operator=(Sprite&&) = delete;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@ -3,8 +3,8 @@
|
||||
|
||||
enum class Tile
|
||||
{
|
||||
grass,
|
||||
path,
|
||||
grass,
|
||||
path,
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -1,23 +1,36 @@
|
||||
#include "Zombo.hpp"
|
||||
|
||||
Zombo::Zombo(GameRenderer *renderer, const double x, const double y) : renderer(renderer), x(x), y(y)
|
||||
Zombo::Zombo(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y)
|
||||
{
|
||||
sprite = renderer->load_sprite("./assets/zombo.png", 40, 40);
|
||||
if (rand() % 2 == 0) {
|
||||
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)
|
||||
{
|
||||
double angle = std::atan2(player_y - y, player_x - x);
|
||||
double angle = std::atan2(player_y - y, player_x - x);
|
||||
|
||||
x += std::cos(angle) * speed;
|
||||
y += std::sin(angle) * speed;
|
||||
x += std::cos(angle) * speed;
|
||||
y += std::sin(angle) * speed;
|
||||
}
|
||||
|
||||
void Zombo::draw(const double player_x, const double player_y) const
|
||||
void Zombo::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
|
||||
{
|
||||
renderer->draw_sprite(
|
||||
*sprite,
|
||||
(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)
|
||||
);
|
||||
int draw_x = (int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x);
|
||||
int draw_y = (int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y);
|
||||
|
||||
if (x < player_x)
|
||||
renderer->draw_sprite(sprite, draw_x, draw_y);
|
||||
else
|
||||
renderer->draw_sprite_flipped(sprite, draw_x, draw_y);
|
||||
}
|
||||
|
||||
@ -1,27 +1,23 @@
|
||||
#ifndef ZOMBO_HPP
|
||||
#define ZOMBO_HPP
|
||||
|
||||
#include <memory>
|
||||
#include "Sprite.hpp"
|
||||
#include "GameRenderer.hpp"
|
||||
|
||||
class Zombo
|
||||
{
|
||||
private:
|
||||
GameRenderer *renderer;
|
||||
std::unique_ptr<Sprite> sprite;
|
||||
double x;
|
||||
double y;
|
||||
|
||||
double x;
|
||||
double y;
|
||||
|
||||
static constexpr double speed = 0.5;
|
||||
static constexpr double speed = 0.5;
|
||||
|
||||
public:
|
||||
Zombo(GameRenderer *renderer, double x, double y);
|
||||
Zombo(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y);
|
||||
|
||||
void update(double player_x, double player_y);
|
||||
void update(double player_x, double player_y);
|
||||
|
||||
void draw(double player_x, double player_y) const;
|
||||
void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Loading…
Reference in New Issue
Block a user