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70bc5cfc04
...
83ed7e5190
4
Makefile
4
Makefile
@ -6,9 +6,7 @@ OBJS= \
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build/src/Zombo.o \
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build/src/Zombo.o \
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build/src/Sprite.o \
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build/src/Sprite.o \
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build/src/Player.o \
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build/src/Player.o \
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build/src/GameRenderer.o \
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build/src/GameRenderer.o
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build/src/effects/Particle.o \
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build/src/effects/GoldGainedHint.o
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MAKEFLAGS += -j $(shell nproc)
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MAKEFLAGS += -j $(shell nproc)
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Binary file not shown.
Binary file not shown.
BIN
assets/gold.png
BIN
assets/gold.png
Binary file not shown.
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Before Width: | Height: | Size: 334 B |
@ -1,7 +1,7 @@
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#ifndef COLOR_HPP
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#ifndef COLOR_HPP
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#define COLOR_HPP
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#define COLOR_HPP
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#include <SDL2/SDL_pixels.h>
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#include <cstdint>
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typedef SDL_Color Color;
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typedef SDL_Color Color;
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42
src/Game.cpp
42
src/Game.cpp
@ -5,8 +5,6 @@
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#include "Player.hpp"
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#include "Player.hpp"
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#include "Game.hpp"
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#include "Game.hpp"
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#include "Color.hpp"
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#include "Color.hpp"
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#include "effects/Particle.hpp"
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#include "effects/GoldGainedHint.hpp"
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using namespace std::literals::chrono_literals;
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using namespace std::literals::chrono_literals;
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@ -16,8 +14,7 @@ Game::Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&rend
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zombo_sprite = renderer.load_sprite("./assets/zombo.png", 40, 40);
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zombo_sprite = renderer.load_sprite("./assets/zombo.png", 40, 40);
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gold_sprite = renderer.load_sprite("./assets/gold.png", 30, 20);
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gold_sprite = renderer.load_sprite("./assets/gold.png", 30, 20);
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small_font = renderer.load_font("./assets/Jersey10-Regular.ttf", 20);
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font = renderer.load_font("./assets/Jersey20-Regular.ttf", 26);
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normal_font = renderer.load_font("./assets/Jersey20-Regular.ttf", 26);
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}
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}
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void Game::update(std::stop_token stop_token)
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void Game::update(std::stop_token stop_token)
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@ -33,14 +30,6 @@ void Game::update(std::stop_token stop_token)
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arrow.update();
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arrow.update();
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}
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}
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for (std::unique_ptr<Effect> &effect : effects) {
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effect->update();
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}
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std::erase_if(effects, [](const std::unique_ptr<Effect> &effect) {
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return effect->ticks > effect->max_ticks;
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});
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// Remove arrows that are out of bounds
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// Remove arrows that are out of bounds
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std::erase_if(arrows, [this](const Arrow &arrow) {
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std::erase_if(arrows, [this](const Arrow &arrow) {
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if (arrow.x < map.tile_offset_x * map.tile_size || arrow.y < map.tile_offset_x * map.tile_size) {
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if (arrow.x < map.tile_offset_x * map.tile_size || arrow.y < map.tile_offset_x * map.tile_size) {
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@ -63,24 +52,15 @@ void Game::update(std::stop_token stop_token)
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// Check collision between zombos and arrows
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// Check collision between zombos and arrows
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for (Arrow &arrow : arrows) {
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for (Arrow &arrow : arrows) {
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if (
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if (
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arrow.x > zombo.x - zombo_sprite->width / 2 && arrow.x < zombo.x + zombo_sprite->width / 2 &&
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arrow.x > zombo.x && arrow.x < zombo.x + zombo_sprite->width &&
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arrow.y > zombo.y - zombo_sprite->height / 2 && arrow.y < zombo.y + zombo_sprite->height / 2
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arrow.y > zombo.y && arrow.y < zombo.y + zombo_sprite->height
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) {
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) {
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zombo.hp--;
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zombo.x += std::cos(arrow.angle) * 8;
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zombo.y += std::sin(arrow.angle) * 8;
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for (int i = 0; i < 5; i++) {
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effects.push_back(std::make_unique<Particle>(rgb(255, 0, 0), zombo.x, zombo.y, rand() % 6 - 3, -2 - (double)rand() / RAND_MAX * 4));
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}
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std::erase(arrows, arrow);
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std::erase(arrows, arrow);
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zombo.hp--;
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if (zombo.hp == 0) {
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if (zombo.hp == 0) {
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player.gold += 10;
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effects.push_back(std::make_unique<GoldGainedHint>(zombo.x, zombo.y, 10, gold_sprite.get(), small_font));
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std::erase(zombos, zombo);
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std::erase(zombos, zombo);
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player.gold += 10;
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}
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}
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}
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}
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}
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}
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@ -116,17 +96,13 @@ void Game::draw()
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arrow.draw(&renderer, *arrow_sprite, player.x, player.y);
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arrow.draw(&renderer, *arrow_sprite, player.x, player.y);
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}
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}
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for (const std::unique_ptr<Effect> &effect : effects) {
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effect->draw(&renderer, 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.draw_sprite(*gold_sprite, renderer.screen_width - 50, 10);
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renderer.draw_sprite(*gold_sprite, renderer.screen_width - 50, 10);
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int text_width = renderer.get_text_width(normal_font, std::to_string(player.gold));
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int text_width = renderer.get_text_width(font, std::to_string(player.gold));
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renderer.draw_text(normal_font, std::to_string(player.gold), renderer.screen_width - gold_sprite->width - text_width - 28, 10, rgb(0, 0, 0));
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renderer.draw_text(font, std::to_string(player.gold), renderer.screen_width - gold_sprite->width - text_width - 28, 10, rgb(0, 0, 0));
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renderer.draw_text(normal_font, std::to_string(player.gold), renderer.screen_width - gold_sprite->width - text_width - 30, 8, rgb(255, 255, 255));
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renderer.draw_text(font, std::to_string(player.gold), renderer.screen_width - gold_sprite->width - text_width - 30, 8, rgb(255, 255, 255));
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renderer.flush();
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renderer.flush();
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}
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}
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@ -183,7 +159,7 @@ void Game::run()
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1 && player.shooting_cooldown == 0) {
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1 && player.shooting_cooldown == 0) {
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arrows.emplace_back(player.x, player.y, player.angle);
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arrows.emplace_back(player.x, player.y, player.angle);
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player.shooting_cooldown = 20;
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player.shooting_cooldown = 40;
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}
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}
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int mouse_x, mouse_y;
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int mouse_x, mouse_y;
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@ -8,7 +8,6 @@
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#include "Player.hpp"
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#include "Player.hpp"
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#include "Map.hpp"
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#include "Map.hpp"
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#include "Zombo.hpp"
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#include "Zombo.hpp"
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#include "effects/Effect.hpp"
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class Game
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class Game
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{
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{
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@ -18,9 +17,8 @@ private:
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Map map;
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Map map;
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std::vector<Arrow> arrows;
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std::vector<Arrow> arrows;
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std::vector<Zombo> zombos;
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std::vector<Zombo> zombos;
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std::vector<std::unique_ptr<Effect>> effects;
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std::unique_ptr<Sprite> arrow_sprite, zombo_sprite, gold_sprite;
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std::unique_ptr<Sprite> arrow_sprite, zombo_sprite, gold_sprite;
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Font *small_font, *normal_font;
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Font *font;
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std::mutex game_mutex;
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std::mutex game_mutex;
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unsigned int ticks = 0;
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unsigned int ticks = 0;
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@ -89,14 +89,6 @@ void GameRenderer::draw_sprite_rotated(const Sprite &sprite, const int x, const
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SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
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SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
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}
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}
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void GameRenderer::draw_rect(int x, int y, int width, int height, Color color) const
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{
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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const SDL_Rect rect = { .x = x, .y = y, .w = width, .h = height };
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SDL_RenderFillRect(renderer, &rect);
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}
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void GameRenderer::clear_screen(Color color) const
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void GameRenderer::clear_screen(Color color) const
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{
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{
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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@ -40,8 +40,6 @@ public:
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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_rotated(const Sprite &sprite, int x, int y, double angle) const;
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void draw_rect(int x, int y, int width, int height, Color color) const;
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void clear_screen(Color color) const;
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void clear_screen(Color color) const;
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void flush() const;
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void flush() const;
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@ -15,7 +15,6 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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int y = renderer->screen_height / tile_size / 2;
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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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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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if (rand() % 2 == 0) y += rand() % 3 - 1;
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y = std::clamp(y, 0, (int)tiles.size() - 1);
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tiles[x][y] = Tile::path;
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tiles[x][y] = Tile::path;
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}
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}
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@ -24,7 +23,6 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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int x = renderer->screen_width / tile_size / 2;
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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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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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if (rand() % 2 == 0) x += rand() % 3 - 1;
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x = std::clamp(x, 0, (int)tiles[x].size() - 1);
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tiles[x][y] = Tile::path;
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tiles[x][y] = Tile::path;
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}
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}
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@ -40,7 +38,6 @@ std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
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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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path_idx = std::clamp(path_idx, 0, (int)prev_tiles.size() - 1);
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new_tiles[path_idx] = Tile::path;
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new_tiles[path_idx] = Tile::path;
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@ -33,9 +33,4 @@ void Zombo::draw(const GameRenderer *renderer, const Sprite &sprite, double play
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renderer->draw_sprite(sprite, draw_x, draw_y);
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renderer->draw_sprite(sprite, draw_x, draw_y);
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else
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else
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renderer->draw_sprite_flipped(sprite, draw_x, draw_y);
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renderer->draw_sprite_flipped(sprite, draw_x, draw_y);
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if (hp < max_hp) {
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renderer->draw_rect(draw_x, draw_y - 10, sprite.width, 5, rgb(0, 0, 0));
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renderer->draw_rect(draw_x, draw_y - 10, hp * sprite.width / max_hp, 5, rgb(255, 0, 0));
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}
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}
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}
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@ -9,9 +9,8 @@ class Zombo
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public:
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public:
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double x;
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double x;
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double y;
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double y;
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int hp = max_hp;
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int hp = 3;
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static constexpr int max_hp = 3;
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static constexpr double speed = 0.5;
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static constexpr double speed = 0.5;
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Zombo(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y);
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Zombo(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y);
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@ -1,21 +0,0 @@
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#ifndef EFFECT_HPP
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#define EFFECT_HPP
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#include "../GameRenderer.hpp"
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class Effect
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{
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public:
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int ticks = 0;
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int max_ticks;
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virtual ~Effect() = default;
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virtual void update() = 0;
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virtual void draw(const GameRenderer *renderer, double player_x, double player_y) const = 0;
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bool operator==(const Effect &other) const = default;
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};
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#endif
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@ -1,32 +0,0 @@
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#include <format>
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#include "GoldGainedHint.hpp"
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GoldGainedHint::GoldGainedHint(double x, double y, int amount, const Sprite *gold_sprite, Font *font)
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: x(x), y(y), amount(amount), gold_sprite(gold_sprite), font(font)
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{
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max_ticks = 40;
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}
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void GoldGainedHint::update()
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{
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ticks++;
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y--;
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}
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void GoldGainedHint::draw(const GameRenderer *renderer, double player_x, double player_y) const
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{
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std::string text = std::format("+{}", amount);
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int draw_x = (int)(x + renderer->screen_width / 2 - player_x);
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int draw_y = (int)(y + renderer->screen_height / 2 - player_y);
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int draw_width = gold_sprite->width + 5 + renderer->get_text_width(font, text);
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renderer->draw_sprite(*gold_sprite, draw_x - draw_width / 2, draw_y);
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renderer->draw_text(
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font, text,
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draw_x - draw_width / 2 + gold_sprite->width + 5,
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draw_y - 2,
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rgb(255, 255, 255)
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);
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}
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@ -1,27 +0,0 @@
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#ifndef GOLD_GAINED_HINT_HPP
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||||||
#define GOLD_GAINED_HINT_HPP
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#include "Effect.hpp"
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|
||||||
#include "../Sprite.hpp"
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|
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#include "../GameRenderer.hpp"
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|
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class GoldGainedHint : public Effect
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|
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{
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|
||||||
private:
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|
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double x, y;
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|
||||||
int amount;
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|
||||||
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|
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const Sprite *gold_sprite;
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|
||||||
Font *font;
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||||||
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public:
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|
||||||
GoldGainedHint(double x, double y, int amount, const Sprite *gold_sprite, Font *font);
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|
||||||
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|
||||||
void update() override;
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|
||||||
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|
||||||
void draw(const GameRenderer *renderer, double player_x, double player_y) const override;
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|
||||||
|
|
||||||
bool operator==(const GoldGainedHint &other) const = default;
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|
||||||
};
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||||||
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#endif
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@ -1,44 +0,0 @@
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|||||||
#include "Particle.hpp"
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|
||||||
#include "../GameRenderer.hpp"
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|
||||||
|
|
||||||
Particle::Particle(Color color, double x, double y, double x_vel, double y_vel)
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|
||||||
: color(color), x(x), y(y), x_vel(x_vel), y_vel(y_vel)
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|
||||||
{
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|
||||||
max_ticks = 40;
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|
||||||
}
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|
||||||
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|
||||||
void Particle::update()
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|
||||||
{
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|
||||||
ticks++;
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|
||||||
|
|
||||||
x += x_vel;
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|
||||||
y += y_vel;
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|
||||||
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|
||||||
y_vel += 0.2;
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|
||||||
|
|
||||||
if (x_vel > 0) x_vel -= 0.1;
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|
||||||
else if (x_vel < 0) x_vel += 0.1;
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|
||||||
}
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|
||||||
|
|
||||||
void Particle::draw(const GameRenderer *renderer, double player_x, double player_y) const
|
|
||||||
{
|
|
||||||
renderer->draw_rect(
|
|
||||||
(int)(x + renderer->screen_width / 2 - player_x),
|
|
||||||
(int)(y + renderer->screen_height / 2 - player_y),
|
|
||||||
size, size,
|
|
||||||
color
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Particle::operator==(const Particle &other) const
|
|
||||||
{
|
|
||||||
return x == other.x
|
|
||||||
&& y == other.y
|
|
||||||
&& x_vel == other.x_vel
|
|
||||||
&& y_vel == other.y_vel
|
|
||||||
&& ticks == other.ticks
|
|
||||||
&& color.r == other.color.r
|
|
||||||
&& color.g == other.color.g
|
|
||||||
&& color.b == other.color.b
|
|
||||||
&& color.a == other.color.a;
|
|
||||||
}
|
|
||||||
@ -1,26 +0,0 @@
|
|||||||
#ifndef PARTICLE_HPP
|
|
||||||
#define PARTICLE_HPP
|
|
||||||
|
|
||||||
#include "Effect.hpp"
|
|
||||||
#include "../Color.hpp"
|
|
||||||
#include "../GameRenderer.hpp"
|
|
||||||
|
|
||||||
class Particle : public Effect
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
Color color;
|
|
||||||
double x, y, x_vel, y_vel;
|
|
||||||
|
|
||||||
static constexpr int size = 3;
|
|
||||||
|
|
||||||
public:
|
|
||||||
Particle(Color color, double x, double y, double x_vel, double y_vel);
|
|
||||||
|
|
||||||
void update() override;
|
|
||||||
|
|
||||||
void draw(const GameRenderer *renderer, double player_x, double player_y) const override;
|
|
||||||
|
|
||||||
bool operator==(const Particle &other) const;
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif
|
|
||||||
Loading…
Reference in New Issue
Block a user