zombo-shooter/src/Game.cpp

125 lines
2.8 KiB
C++

#include <thread>
#include <functional>
#include "GameRenderer.hpp"
#include "Player.hpp"
#include "Game.hpp"
using namespace std::literals::chrono_literals;
Game::~Game()
{
for (const Arrow *arrow : arrows) {
delete arrow;
}
}
void Game::update(std::stop_token stop_token)
{
while (!stop_token.stop_requested()) {
game_mutex.lock();
ticks++;
player.update();
for (Arrow *arrow : arrows) {
arrow->update();
}
for (Zombo *zombo : zombos) {
zombo->update(player.x, player.y);
}
if (ticks % 1000 == 0) {
zombos.push_back(new Zombo(&renderer, 20.0, 20.0)); // doesn't work :((((
}
renderer.redraw();
map.check_bounds(player.x, player.y);
game_mutex.unlock();
std::this_thread::sleep_for(16666us);
}
}
void Game::draw()
{
const std::lock_guard lock(game_mutex);
renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
map.draw(player.x, player.y);
for (const Arrow *arrow : arrows) {
arrow->draw(player.x, player.y);
}
player.draw();
renderer.flush();
}
void Game::run()
{
update_thread = std::jthread(std::bind_front(&Game::update, this));
while (true) {
SDL_Event e;
SDL_WaitEvent(&e);
if (e.type == SDL_QUIT) {
break;
}
if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym) {
case SDLK_RIGHT:
case SDLK_d:
player.x_vel = player.speed;
break;
case SDLK_LEFT:
case SDLK_a:
player.x_vel = -player.speed;
break;
case SDLK_DOWN:
case SDLK_s:
player.y_vel = player.speed;
break;
case SDLK_UP:
case SDLK_w:
player.y_vel = -player.speed;
break;
}
}
if (e.type == SDL_KEYUP) {
switch (e.key.keysym.sym) {
case SDLK_RIGHT:
case SDLK_d:
case SDLK_LEFT:
case SDLK_a:
player.x_vel = 0;
break;
case SDLK_DOWN:
case SDLK_s:
case SDLK_UP:
case SDLK_w:
player.y_vel = 0;
break;
}
}
if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
arrows.push_back(new Arrow(&renderer, player.x, player.y, player.angle));
}
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();
}
}