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sprite-des
| Author | SHA1 | Date | |
|---|---|---|---|
| 37d7c962b8 | |||
| b2f888b55f |
8
Makefile
8
Makefile
@ -6,9 +6,7 @@ OBJS= \
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build/src/Zombo.o \
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build/src/Sprite.o \
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build/src/Player.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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build/src/GameRenderer.o
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MAKEFLAGS += -j $(shell nproc)
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@ -23,8 +21,8 @@ else
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LINKER_FLAGS += -fsanitize=address,undefined -g -Og -rdynamic
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endif
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CXX_FLAGS += $(shell pkg-config sdl2 SDL2_image SDL2_ttf --cflags)
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LINKER_FLAGS += $(shell pkg-config sdl2 SDL2_image SDL2_ttf --libs)
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CXX_FLAGS += $(shell pkg-config sdl2 SDL2_image --cflags)
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LINKER_FLAGS += $(shell pkg-config sdl2 SDL2_image --libs)
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build/%.o: %.cpp $(wildcard *.hpp)
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@mkdir -p `dirname $@`
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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 |
@ -1,19 +1,26 @@
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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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void Arrow::draw(const GameRenderer *renderer, const Sprite &sprite, double player_x, double player_y) const
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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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{
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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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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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}
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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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@ -1,25 +1,28 @@
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#ifndef ARROW_HPP
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#define ARROW_HPP
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#include <memory>
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#include "GameRenderer.hpp"
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#include "Sprite.hpp"
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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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static constexpr int speed = 5;
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public:
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double x;
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double y;
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double angle;
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Arrow(GameRenderer *renderer, double x, double y, double angle);
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static constexpr int speed = 5;
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void draw(double offset_x, double offset_y) const;
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Arrow(double x, double y, double angle) : x(x), y(y), angle(angle) {}
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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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bool operator==(const Arrow &other) const = default;
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void update();
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};
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#endif
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@ -1,28 +0,0 @@
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#ifndef COLOR_HPP
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#define COLOR_HPP
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#include <SDL2/SDL_pixels.h>
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typedef SDL_Color Color;
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inline Color rgb(uint8_t red, uint8_t green, uint8_t blue)
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{
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SDL_Color color;
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color.r = red;
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color.g = green;
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color.b = blue;
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color.a = 255;
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return color;
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}
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inline Color rgba(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha)
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{
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SDL_Color color;
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color.r = red;
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color.g = green;
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color.b = blue;
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color.a = alpha;
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return color;
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}
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#endif
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234
src/Game.cpp
234
src/Game.cpp
@ -1,195 +1,121 @@
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#include <thread>
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#include <functional>
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#include <string>
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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#include "Game.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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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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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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normal_font = renderer.load_font("./assets/Jersey20-Regular.ttf", 26);
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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 (std::unique_ptr<Effect> &effect : effects) {
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effect->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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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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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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// Remove arrows that are out of bounds
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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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return true;
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}
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renderer.redraw();
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if (
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arrow.x > (double)map.tiles.size() * map.tile_size + map.tile_offset_x ||
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arrow.y > (double)map.tiles[0].size() * map.tile_size + map.tile_offset_y
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) {
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return true;
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}
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map.check_bounds(player.x, player.y);
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return false;
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});
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game_mutex.unlock();
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for (Zombo &zombo : zombos) {
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zombo.update(player.x, player.y);
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// Check collision between zombos and arrows
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for (Arrow &arrow : arrows) {
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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.y > zombo.y - zombo_sprite->height / 2 && arrow.y < zombo.y + zombo_sprite->height / 2
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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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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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}
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}
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}
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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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map.check_bounds(player.x, player.y);
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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(rgb(0x80, 0x40, 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(&renderer, *zombo_sprite, player.x, player.y);
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}
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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 Arrow &arrow : arrows) {
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arrow.draw(&renderer, *arrow_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 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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int text_width = renderer.get_text_width(normal_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(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.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 && player.shooting_cooldown == 0) {
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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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}
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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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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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28
src/Game.hpp
28
src/Game.hpp
@ -8,33 +8,29 @@
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#include "Player.hpp"
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#include "Map.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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{
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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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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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Font *small_font, *normal_font;
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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::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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|
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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();
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Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
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~Game() = default;
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~Game() = default;
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|
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void run();
|
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void run();
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|
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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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@ -1,5 +1,4 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_ttf.h>
|
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#include <SDL2/SDL_image.h>
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#include <memory>
|
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#include <iostream>
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#include "Sprite.hpp"
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@ -13,11 +12,6 @@ GameRenderer::GameRenderer(const std::string &title, const int screen_width, con
|
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exit(EXIT_FAILURE);
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}
|
||||
|
||||
if (TTF_Init() < 0) {
|
||||
std::cerr << "Unable to initialize SDL_ttf" << std::endl;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
|
||||
|
||||
window = SDL_CreateWindow(
|
||||
@ -46,26 +40,6 @@ GameRenderer::~GameRenderer()
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
|
||||
Font *GameRenderer::load_font(const std::string &file, int font_size)
|
||||
{
|
||||
return TTF_OpenFont(file.c_str(), font_size);
|
||||
}
|
||||
|
||||
int GameRenderer::get_text_width(Font *font, const std::string &text) const
|
||||
{
|
||||
SDL_Surface *surface = TTF_RenderText_Solid(font, text.c_str(), rgb(0, 0, 0));
|
||||
return surface->w;
|
||||
}
|
||||
|
||||
void GameRenderer::draw_text(Font *font, const std::string &text, int x, int y, Color color) const
|
||||
{
|
||||
SDL_Surface *surface = TTF_RenderText_Solid(font, text.c_str(), color);
|
||||
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
|
||||
SDL_Rect textRect = { .x = x, .y = y, .w = surface->w, .h = surface->h };
|
||||
SDL_RenderCopy(renderer, texture, nullptr, &textRect);
|
||||
}
|
||||
|
||||
std::unique_ptr<Sprite> GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
|
||||
{
|
||||
return std::make_unique<Sprite>(renderer, file, width, height);
|
||||
@ -77,29 +51,15 @@ 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 };
|
||||
SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
|
||||
}
|
||||
|
||||
void GameRenderer::draw_rect(int x, int y, int width, int height, Color color) const
|
||||
void GameRenderer::clear_screen(const uint8_t r, const uint8_t g, const uint8_t b, const uint8_t a) const
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
|
||||
|
||||
const SDL_Rect rect = { .x = x, .y = y, .w = width, .h = height };
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
|
||||
void GameRenderer::clear_screen(Color color) const
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
||||
SDL_RenderClear(renderer);
|
||||
}
|
||||
|
||||
|
||||
@ -4,49 +4,35 @@
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
#include "Sprite.hpp"
|
||||
#include "Color.hpp"
|
||||
|
||||
typedef TTF_Font Font;
|
||||
|
||||
class GameRenderer
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer;
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
SDL_Window *window;
|
||||
|
||||
std::string title;
|
||||
std::string title;
|
||||
|
||||
public:
|
||||
int screen_width;
|
||||
int screen_height;
|
||||
int screen_width;
|
||||
int screen_height;
|
||||
|
||||
GameRenderer(const std::string &title, int screen_width, int screen_height);
|
||||
GameRenderer(const std::string &title, int screen_width, int screen_height);
|
||||
|
||||
~GameRenderer();
|
||||
~GameRenderer();
|
||||
|
||||
[[nodiscard]] Font *load_font(const std::string &file, int font_size);
|
||||
std::unique_ptr<Sprite> load_sprite(const std::string &file, int width, int height) const;
|
||||
|
||||
int get_text_width(Font *font, const std::string &text) const;
|
||||
void draw_sprite(const Sprite &sprite, int x, int y) const;
|
||||
|
||||
void draw_text(Font *font, const std::string &text, int x, int y, Color color) const;
|
||||
void draw_sprite_rotated(const Sprite &sprite, int x, int y, double angle) const;
|
||||
|
||||
[[nodiscard]] std::unique_ptr<Sprite> load_sprite(const std::string &file, int width, int height) const;
|
||||
void clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;
|
||||
|
||||
void draw_sprite(const Sprite &sprite, int x, int y) const;
|
||||
void flush() 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_rect(int x, int y, int width, int height, Color color) const;
|
||||
|
||||
void clear_screen(Color color) const;
|
||||
|
||||
void flush() const;
|
||||
|
||||
void redraw() const;
|
||||
void redraw() const;
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
157
src/Map.cpp
157
src/Map.cpp
@ -2,113 +2,110 @@
|
||||
#include "Map.hpp"
|
||||
|
||||
Map::Map(GameRenderer *renderer, int tile_size) :
|
||||
renderer(renderer),
|
||||
tile_size(tile_size),
|
||||
tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
|
||||
tile_offset_x(-renderer->screen_width / tile_size / 2.0),
|
||||
tile_offset_y(-renderer->screen_height / tile_size / 2.0)
|
||||
renderer(renderer),
|
||||
tile_size(tile_size),
|
||||
tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
|
||||
tile_offset_x(-renderer->screen_width / tile_size / 2.0),
|
||||
tile_offset_y(-renderer->screen_height / tile_size / 2.0)
|
||||
{
|
||||
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);
|
||||
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);
|
||||
|
||||
// Create horizontal starting path
|
||||
int y = renderer->screen_height / tile_size / 2;
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
if (rand() % 2 == 0) y += rand() % 3 - 1;
|
||||
y = std::clamp(y, 0, (int)tiles.size() - 1);
|
||||
// Create horizontal starting path
|
||||
int y = renderer->screen_height / tile_size / 2;
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
if (rand() % 2 == 0) y += rand() % 3 - 1;
|
||||
|
||||
tiles[x][y] = Tile::path;
|
||||
}
|
||||
tiles[x][y] = Tile::path;
|
||||
}
|
||||
|
||||
// Create vertical starting path
|
||||
int x = renderer->screen_width / tile_size / 2;
|
||||
for (unsigned int y = 0; y < tiles[x].size(); y++) {
|
||||
if (rand() % 2 == 0) x += rand() % 3 - 1;
|
||||
x = std::clamp(x, 0, (int)tiles[x].size() - 1);
|
||||
// Create vertical starting path
|
||||
int x = renderer->screen_width / tile_size / 2;
|
||||
for (unsigned int y = 0; y < tiles[x].size(); y++) {
|
||||
if (rand() % 2 == 0) x += rand() % 3 - 1;
|
||||
|
||||
tiles[x][y] = Tile::path;
|
||||
}
|
||||
tiles[x][y] = Tile::path;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
|
||||
{
|
||||
std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
|
||||
std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
|
||||
|
||||
int path_idx = 0;
|
||||
for (unsigned int i = 0; i < prev_tiles.size(); i++) {
|
||||
if (prev_tiles[i] == Tile::path) path_idx = i;
|
||||
}
|
||||
int path_idx = 0;
|
||||
for (unsigned int i = 0; i < prev_tiles.size(); i++) {
|
||||
if (prev_tiles[i] == Tile::path) path_idx = i;
|
||||
}
|
||||
|
||||
if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
|
||||
path_idx = std::clamp(path_idx, 0, (int)prev_tiles.size() - 1);
|
||||
if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
|
||||
|
||||
new_tiles[path_idx] = Tile::path;
|
||||
new_tiles[path_idx] = Tile::path;
|
||||
|
||||
return new_tiles;
|
||||
return new_tiles;
|
||||
}
|
||||
|
||||
void Map::check_bounds(const double player_x, const double player_y)
|
||||
{
|
||||
// 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]);
|
||||
tiles.insert(tiles.begin(), new_tiles);
|
||||
tile_offset_x--;
|
||||
}
|
||||
// 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]);
|
||||
tiles.insert(tiles.begin(), new_tiles);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
23
src/Map.hpp
23
src/Map.hpp
@ -10,26 +10,25 @@
|
||||
class Map
|
||||
{
|
||||
private:
|
||||
GameRenderer *renderer;
|
||||
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;
|
||||
|
||||
std::vector<std::vector<Tile>> tiles;
|
||||
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
|
||||
|
||||
@ -4,31 +4,28 @@
|
||||
|
||||
Player::Player(GameRenderer *renderer) : renderer(renderer)
|
||||
{
|
||||
hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
|
||||
bow_arrow_sprite = renderer->load_sprite("./assets/bow_arrow.png", 22, 32);
|
||||
bow_sprite = renderer->load_sprite("./assets/bow.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(
|
||||
shooting_cooldown > 0 ? *bow_sprite : *bow_arrow_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;
|
||||
|
||||
if (shooting_cooldown > 0) shooting_cooldown--;
|
||||
x += x_vel;
|
||||
y += y_vel;
|
||||
}
|
||||
|
||||
@ -7,31 +7,27 @@
|
||||
class Player
|
||||
{
|
||||
private:
|
||||
GameRenderer *renderer;
|
||||
std::unique_ptr<Sprite> hero_sprite, bow_sprite, bow_arrow_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;
|
||||
|
||||
int shooting_cooldown = 0;
|
||||
static constexpr double speed = 1.5;
|
||||
|
||||
int gold = 0;
|
||||
Player(GameRenderer *renderer);
|
||||
|
||||
static constexpr double speed = 1.5;
|
||||
~Player() = default;
|
||||
|
||||
Player(GameRenderer *renderer);
|
||||
void draw() const;
|
||||
|
||||
~Player() = default;
|
||||
|
||||
void draw() const;
|
||||
|
||||
void update();
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@ -1,13 +1,14 @@
|
||||
#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
|
||||
@ -1,41 +1,23 @@
|
||||
#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) {
|
||||
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;
|
||||
sprite = renderer->load_sprite("./assets/zombo.png", 40, 40);
|
||||
}
|
||||
|
||||
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 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);
|
||||
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);
|
||||
|
||||
if (hp < max_hp) {
|
||||
renderer->draw_rect(draw_x, draw_y - 10, sprite.width, 5, rgb(0, 0, 0));
|
||||
renderer->draw_rect(draw_x, draw_y - 10, hp * sprite.width / max_hp, 5, rgb(255, 0, 0));
|
||||
}
|
||||
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)
|
||||
);
|
||||
}
|
||||
|
||||
@ -1,26 +1,27 @@
|
||||
#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:
|
||||
double x;
|
||||
double y;
|
||||
int hp = max_hp;
|
||||
Zombo(GameRenderer *renderer, double x, double y);
|
||||
|
||||
static constexpr int max_hp = 3;
|
||||
static constexpr double speed = 0.5;
|
||||
void update(double player_x, double player_y);
|
||||
|
||||
Zombo(const GameRenderer *renderer, const Sprite &sprite, 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;
|
||||
|
||||
bool operator==(const Zombo &other) const = default;
|
||||
void draw(double player_x, double player_y) const;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@ -1,21 +0,0 @@
|
||||
#ifndef EFFECT_HPP
|
||||
#define EFFECT_HPP
|
||||
|
||||
#include "../GameRenderer.hpp"
|
||||
|
||||
class Effect
|
||||
{
|
||||
public:
|
||||
int ticks = 0;
|
||||
int max_ticks;
|
||||
|
||||
virtual ~Effect() = default;
|
||||
|
||||
virtual void update() = 0;
|
||||
|
||||
virtual void draw(const GameRenderer *renderer, double player_x, double player_y) const = 0;
|
||||
|
||||
bool operator==(const Effect &other) const = default;
|
||||
};
|
||||
|
||||
#endif
|
||||
@ -1,32 +0,0 @@
|
||||
#include <format>
|
||||
#include "GoldGainedHint.hpp"
|
||||
|
||||
GoldGainedHint::GoldGainedHint(double x, double y, int amount, const Sprite *gold_sprite, Font *font)
|
||||
: x(x), y(y), amount(amount), gold_sprite(gold_sprite), font(font)
|
||||
{
|
||||
max_ticks = 40;
|
||||
}
|
||||
|
||||
void GoldGainedHint::update()
|
||||
{
|
||||
ticks++;
|
||||
y--;
|
||||
}
|
||||
|
||||
void GoldGainedHint::draw(const GameRenderer *renderer, double player_x, double player_y) const
|
||||
{
|
||||
std::string text = std::format("+{}", amount);
|
||||
|
||||
int draw_x = (int)(x + renderer->screen_width / 2 - player_x);
|
||||
int draw_y = (int)(y + renderer->screen_height / 2 - player_y);
|
||||
int draw_width = gold_sprite->width + 5 + renderer->get_text_width(font, text);
|
||||
|
||||
renderer->draw_sprite(*gold_sprite, draw_x - draw_width / 2, draw_y);
|
||||
|
||||
renderer->draw_text(
|
||||
font, text,
|
||||
draw_x - draw_width / 2 + gold_sprite->width + 5,
|
||||
draw_y - 2,
|
||||
rgb(255, 255, 255)
|
||||
);
|
||||
}
|
||||
@ -1,27 +0,0 @@
|
||||
#ifndef GOLD_GAINED_HINT_HPP
|
||||
#define GOLD_GAINED_HINT_HPP
|
||||
|
||||
#include "Effect.hpp"
|
||||
#include "../Sprite.hpp"
|
||||
#include "../GameRenderer.hpp"
|
||||
|
||||
class GoldGainedHint : public Effect
|
||||
{
|
||||
private:
|
||||
double x, y;
|
||||
int amount;
|
||||
|
||||
const Sprite *gold_sprite;
|
||||
Font *font;
|
||||
|
||||
public:
|
||||
GoldGainedHint(double x, double y, int amount, const Sprite *gold_sprite, Font *font);
|
||||
|
||||
void update() override;
|
||||
|
||||
void draw(const GameRenderer *renderer, double player_x, double player_y) const override;
|
||||
|
||||
bool operator==(const GoldGainedHint &other) const = default;
|
||||
};
|
||||
|
||||
#endif
|
||||
@ -1,44 +0,0 @@
|
||||
#include "Particle.hpp"
|
||||
#include "../GameRenderer.hpp"
|
||||
|
||||
Particle::Particle(Color color, double x, double y, double x_vel, double y_vel)
|
||||
: color(color), x(x), y(y), x_vel(x_vel), y_vel(y_vel)
|
||||
{
|
||||
max_ticks = 40;
|
||||
}
|
||||
|
||||
void Particle::update()
|
||||
{
|
||||
ticks++;
|
||||
|
||||
x += x_vel;
|
||||
y += y_vel;
|
||||
|
||||
y_vel += 0.2;
|
||||
|
||||
if (x_vel > 0) x_vel -= 0.1;
|
||||
else if (x_vel < 0) x_vel += 0.1;
|
||||
}
|
||||
|
||||
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