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4 Commits

Author SHA1 Message Date
d46ee05126 Add bow 2025-10-27 10:30:03 +01:00
6bf8c2cb88 Allow rotating sprites 2025-10-27 09:45:26 +01:00
991cff858d Generate east and south 2025-10-27 09:30:59 +01:00
a9c6ec5145 Improve path generation 2025-10-27 08:36:19 +01:00
6 changed files with 53 additions and 15 deletions

View File

@ -87,6 +87,10 @@ void Game::run()
} }
} }
int 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);
draw(); draw();
} }
} }

View File

@ -54,6 +54,12 @@ void GameRenderer::draw_sprite(const Sprite sprite, const int x, const int y) co
SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect); SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
} }
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 };
SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
}
void GameRenderer::clear_screen(const int r, const int g, const int b, const int a) const void GameRenderer::clear_screen(const int r, const int g, const int b, const int a) const
{ {
SDL_SetRenderDrawColor(renderer, r, g, b, a); SDL_SetRenderDrawColor(renderer, r, g, b, a);

View File

@ -25,6 +25,8 @@ public:
void draw_sprite(Sprite sprite, int x, int y) const; void draw_sprite(Sprite sprite, int x, int y) const;
void draw_sprite_rotated(Sprite sprite, int x, int y, double angle) const;
void clear_screen(int r, int g, int b, int a) const; void clear_screen(int r, int g, int b, int a) const;
void flush() const; void flush() const;

View File

@ -11,6 +11,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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);
// Create horizontal starting path
int y = renderer->screen_height / tile_size / 2; int y = renderer->screen_height / tile_size / 2;
for (int x = 0; x < tiles.size(); x++) { for (int x = 0; x < tiles.size(); x++) {
if (rand() % 2 == 0) y += rand() % 3 - 1; if (rand() % 2 == 0) y += rand() % 3 - 1;
@ -18,6 +19,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
tiles[x][y] = path; tiles[x][y] = path;
} }
// Create vertical starting path
int x = renderer->screen_width / tile_size / 2; int x = renderer->screen_width / tile_size / 2;
for (int y = 0; y < tiles[x].size(); y++) { for (int y = 0; y < tiles[x].size(); y++) {
if (rand() % 2 == 0) x += rand() % 3 - 1; if (rand() % 2 == 0) x += rand() % 3 - 1;
@ -28,35 +30,30 @@ Map::Map(GameRenderer *renderer, int tile_size) :
std::vector<Tile> Map::generate_tiles(std::vector<Tile> prev_tiles) const std::vector<Tile> Map::generate_tiles(std::vector<Tile> prev_tiles) const
{ {
std::vector<Tile> new_tiles; std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), grass);
int path_idx = 0;
for (int i = 0; i < prev_tiles.size(); i++) { for (int i = 0; i < prev_tiles.size(); i++) {
Tile new_tile = grass; if (prev_tiles[i] == path) path_idx = i;
if (
(i > 0 && prev_tiles[i-1] == path) ||
prev_tiles[i] == path ||
(i < prev_tiles.size() - 1 && prev_tiles[i+1]) == path
) {
if (rand() % 2 == 0) {
new_tile = path;
}
}
new_tiles.push_back(new_tile);
} }
if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
new_tiles[path_idx] = path;
return new_tiles; return new_tiles;
} }
void Map::check_bounds(int player_x, int player_y) void Map::check_bounds(int player_x, int player_y)
{ {
// Generate to the left
if (tile_offset_x * tile_size + renderer->screen_width > player_x) { if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
const std::vector<Tile> new_tiles = generate_tiles(tiles[0]); const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
tiles.insert(tiles.begin(), new_tiles); tiles.insert(tiles.begin(), new_tiles);
tile_offset_x--; tile_offset_x--;
} }
// Generate upwards
if (tile_offset_y * tile_size + renderer->screen_height > player_y) { if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
std::vector<Tile> prev_tiles; std::vector<Tile> prev_tiles;
for (int x = 0; x < tiles.size(); x++) { for (int x = 0; x < tiles.size(); x++) {
@ -70,6 +67,25 @@ void Map::check_bounds(int player_x, int player_y)
tile_offset_y--; tile_offset_y--;
} }
// Generate to the right
if (player_x > (int)(tile_offset_x * tile_size + 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 > (int)(tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2)) {
std::vector<Tile> prev_tiles;
for (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 (int x = 0; x < tiles.size(); x++) {
tiles[x].push_back(new_tiles[x]);
}
}
} }
void Map::draw(int player_x, int player_y) const void Map::draw(int player_x, int player_y) const

View File

@ -4,6 +4,7 @@
Player::Player(GameRenderer *renderer) : renderer(renderer) Player::Player(GameRenderer *renderer) : renderer(renderer)
{ {
hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40); 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 void Player::draw() const
@ -13,6 +14,13 @@ void Player::draw() const
renderer->screen_width / 2 - hero_sprite.width / 2, renderer->screen_width / 2 - hero_sprite.width / 2,
renderer->screen_height / 2 - hero_sprite.height / 2 renderer->screen_height / 2 - hero_sprite.height / 2
); );
renderer->draw_sprite_rotated(
bow_sprite,
renderer->screen_width / 2 - bow_sprite.width / 2 + std::cos(angle) * 30,
renderer->screen_height / 2 - bow_sprite.height / 2 + std::sin(angle) * 30,
angle * 180 / M_PI
);
} }
void Player::update() void Player::update()

View File

@ -7,7 +7,7 @@ class Player
{ {
private: private:
GameRenderer *renderer; GameRenderer *renderer;
Sprite hero_sprite; Sprite hero_sprite, bow_sprite;
public: public:
double x = 0; double x = 0;
@ -16,6 +16,8 @@ public:
double x_vel = 0; double x_vel = 0;
double y_vel = 0; double y_vel = 0;
double angle = 0.0;
const double speed = 1.5; const double speed = 1.5;
Player(GameRenderer *renderer); Player(GameRenderer *renderer);