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4 Commits

Author SHA1 Message Date
4d3300e111 Spawn zombos outside of game screen 2025-11-03 14:33:48 +01:00
35569defc2 Fix indentation 2025-11-03 14:09:23 +01:00
fda8d5ffe8 Flip zombo sprites, turning always to player 2025-11-03 14:07:27 +01:00
7fecd9d451 Fix zombo sprites not working 2025-11-03 14:02:58 +01:00
15 changed files with 297 additions and 284 deletions

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@ -1,20 +1,13 @@
#include <cmath>
#include <numbers>
#include <memory>
#include "Arrow.hpp"
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
void Arrow::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
{
renderer->draw_sprite_rotated(
*sprite,
(int)(x - sprite->width / 2 + renderer->screen_width / 2 - player_x),
(int)(y - sprite->height / 2 + renderer->screen_height / 2 - player_y),
sprite,
(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
angle * 180 / std::numbers::pi
);
}

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@ -8,9 +8,6 @@
class Arrow
{
private:
GameRenderer *renderer;
std::unique_ptr<Sprite> sprite;
double x;
double y;
double angle;
@ -18,9 +15,9 @@ private:
static constexpr int speed = 5;
public:
Arrow(GameRenderer *renderer, double x, double y, double angle);
Arrow(double x, double y, double angle) : x(x), y(y), angle(angle) {}
void draw(double offset_x, double offset_y) const;
void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
void update();
};

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@ -6,6 +6,12 @@
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)
{
while (!stop_token.stop_requested()) {
@ -24,7 +30,7 @@ void Game::update(std::stop_token stop_token)
}
if (ticks % 100 == 0 && zombos.size() < 20) {
zombos.emplace_back(&renderer, 20.0, 20.0);
zombos.emplace_back(&renderer, *zombo_sprite, player.x, player.y);
}
renderer.redraw();
@ -46,11 +52,11 @@ void Game::draw()
map.draw(player.x, player.y);
for (const Zombo &zombo : zombos) {
zombo.draw(player.x, player.y);
zombo.draw(&renderer, *zombo_sprite, player.x, player.y);
}
for (const Arrow &arrow : arrows) {
arrow.draw(player.x, player.y);
arrow.draw(&renderer, *arrow_sprite, player.x, player.y);
}
player.draw();
@ -109,7 +115,7 @@ void Game::run()
}
if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
arrows.emplace_back(&renderer, player.x, player.y, player.angle);
arrows.emplace_back(player.x, player.y, player.angle);
}
int mouse_x, mouse_y;

View File

@ -17,6 +17,7 @@ private:
Map map;
std::vector<Arrow> arrows;
std::vector<Zombo> zombos;
std::unique_ptr<Sprite> arrow_sprite, zombo_sprite;
std::mutex game_mutex;
unsigned int ticks = 0;
@ -24,7 +25,7 @@ private:
void update(std::stop_token stop_token);
public:
Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
Game();
~Game() = default;

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@ -51,6 +51,12 @@ void GameRenderer::draw_sprite(const Sprite &sprite, const int x, const int y) c
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
{
const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };

View File

@ -26,6 +26,8 @@ public:
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 clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;

View File

@ -1,7 +1,6 @@
#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)
{

View File

@ -1,8 +1,19 @@
#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)
@ -13,11 +24,13 @@ void Zombo::update(const double player_x, const double player_y)
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);
}

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@ -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;
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 draw(double player_x, double player_y) const;
void draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const;
};
#endif