Compare commits
10 Commits
6bf8c2cb88
...
89cea44086
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
89cea44086 | ||
| 8841bded6f | |||
| e141be92f0 | |||
| c9299b3e04 | |||
| 9247f1bf68 | |||
| d2476fa5df | |||
| 80a2ba78a2 | |||
| d7eb5c7f4d | |||
| 4f34d06f73 | |||
| d46ee05126 |
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,3 +1,4 @@
|
|||||||
build/
|
build/
|
||||||
a.out
|
a.out
|
||||||
|
|
||||||
|
.vscode/
|
||||||
|
|||||||
25
Makefile
25
Makefile
@ -2,19 +2,34 @@ OBJS= \
|
|||||||
build/src/main.o \
|
build/src/main.o \
|
||||||
build/src/Map.o \
|
build/src/Map.o \
|
||||||
build/src/Game.o \
|
build/src/Game.o \
|
||||||
|
build/src/Arrow.o \
|
||||||
|
build/src/Zombo.o \
|
||||||
build/src/Player.o \
|
build/src/Player.o \
|
||||||
build/src/GameRenderer.o
|
build/src/GameRenderer.o
|
||||||
|
|
||||||
LIBS=-lSDL2 -lSDL2_image
|
MAKEFLAGS += -j $(shell nproc)
|
||||||
|
|
||||||
|
CXX_FLAGS = -std=c++23 -Wall -Wextra -Wpedantic -Wconversion -pedantic -pedantic-errors
|
||||||
|
|
||||||
|
RELEASE=0
|
||||||
|
|
||||||
|
ifeq ($(RELEASE), 1)
|
||||||
|
CXX_FLAGS += -Werror
|
||||||
|
else
|
||||||
|
CXX_FLAGS += -fsanitize=address,undefined
|
||||||
|
LINKER_FLAGS += -fsanitize=address,undefined
|
||||||
|
endif
|
||||||
|
|
||||||
|
CXX_FLAGS += $(shell pkg-config sdl2 SDL2_image --cflags)
|
||||||
|
LINKER_FLAGS += $(shell pkg-config sdl2 SDL2_image --libs)
|
||||||
|
|
||||||
build/%.o: %.cpp $(wildcard *.hpp)
|
build/%.o: %.cpp $(wildcard *.hpp)
|
||||||
mkdir -p `dirname $@`
|
@mkdir -p `dirname $@`
|
||||||
g++ $(CFLAGS) -c -o $@ $< $(LIBS)
|
g++ $(CXX_FLAGS) -c -o $@ $<
|
||||||
|
|
||||||
all: $(OBJS)
|
all: $(OBJS)
|
||||||
g++ $(CFLAGS) $(OBJS) $(LIBS)
|
g++ $(OBJS) $(LINKER_FLAGS)
|
||||||
|
|
||||||
clean:
|
clean:
|
||||||
rm -r build
|
rm -r build
|
||||||
rm a.out
|
rm a.out
|
||||||
|
|
||||||
|
|||||||
BIN
assets/arrow.png
Normal file
BIN
assets/arrow.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 295 B |
BIN
assets/bow.png
Normal file
BIN
assets/bow.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 357 B |
BIN
assets/bow_arrow.png
Normal file
BIN
assets/bow_arrow.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 470 B |
BIN
assets/zombo.png
Normal file
BIN
assets/zombo.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 370 B |
8
compile_flags.txt
Normal file
8
compile_flags.txt
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
-xc++
|
||||||
|
-std=c++23
|
||||||
|
-Wall
|
||||||
|
-Wextra
|
||||||
|
-Wpedantic
|
||||||
|
-Wconversion
|
||||||
|
-pedantic
|
||||||
|
-pedantic-errors
|
||||||
25
src/Arrow.cpp
Normal file
25
src/Arrow.cpp
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#include "Arrow.hpp"
|
||||||
|
#include <cmath>
|
||||||
|
#include <numbers>
|
||||||
|
|
||||||
|
Arrow::Arrow(GameRenderer *renderer, const double x, const double y, const double angle)
|
||||||
|
: renderer(renderer), x(x), y(y), angle(angle)
|
||||||
|
{
|
||||||
|
sprite = renderer->load_sprite("./assets/arrow.png", 22, 8);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Arrow::draw(const double player_x, const double player_y) const
|
||||||
|
{
|
||||||
|
renderer->draw_sprite_rotated(
|
||||||
|
sprite,
|
||||||
|
(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
|
||||||
|
(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
|
||||||
|
angle * 180 / std::numbers::pi
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Arrow::update()
|
||||||
|
{
|
||||||
|
x += std::cos(angle) * speed;
|
||||||
|
y += std::sin(angle) * speed;
|
||||||
|
}
|
||||||
27
src/Arrow.hpp
Normal file
27
src/Arrow.hpp
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
#ifndef ARROW_HPP
|
||||||
|
#define ARROW_HPP
|
||||||
|
|
||||||
|
#include "GameRenderer.hpp"
|
||||||
|
#include "Sprite.hpp"
|
||||||
|
|
||||||
|
class Arrow
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
GameRenderer *renderer;
|
||||||
|
Sprite sprite;
|
||||||
|
|
||||||
|
double x;
|
||||||
|
double y;
|
||||||
|
double angle;
|
||||||
|
|
||||||
|
static constexpr int speed = 5;
|
||||||
|
|
||||||
|
public:
|
||||||
|
Arrow(GameRenderer *renderer, double x, double y, double angle);
|
||||||
|
|
||||||
|
void draw(double offset_x, double offset_y) const;
|
||||||
|
|
||||||
|
void update();
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
43
src/Game.cpp
43
src/Game.cpp
@ -1,37 +1,56 @@
|
|||||||
#include <thread>
|
#include <thread>
|
||||||
|
#include <functional>
|
||||||
#include "GameRenderer.hpp"
|
#include "GameRenderer.hpp"
|
||||||
#include "Player.hpp"
|
#include "Player.hpp"
|
||||||
#include "Game.hpp"
|
#include "Game.hpp"
|
||||||
|
#include <chrono>
|
||||||
|
|
||||||
using namespace std::literals::chrono_literals;
|
using namespace std::literals::chrono_literals;
|
||||||
|
|
||||||
Game::Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
|
|
||||||
|
|
||||||
Game::~Game()
|
Game::~Game()
|
||||||
{
|
{
|
||||||
stopping = true;
|
for (const Arrow *arrow : arrows) {
|
||||||
update_thread.join();
|
delete arrow;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::update()
|
void Game::update(std::stop_token stop_token)
|
||||||
{
|
{
|
||||||
while (!stopping) {
|
while (!stop_token.stop_requested()) {
|
||||||
|
game_mutex.lock();
|
||||||
|
|
||||||
player.update();
|
player.update();
|
||||||
|
|
||||||
|
for (Arrow *arrow : arrows) {
|
||||||
|
arrow->update();
|
||||||
|
}
|
||||||
|
|
||||||
|
for (Zombo *zombo : zombos) {
|
||||||
|
zombo->update(player.x, player.y); // doesn't work :((((
|
||||||
|
}
|
||||||
|
|
||||||
renderer.redraw();
|
renderer.redraw();
|
||||||
|
|
||||||
map.check_bounds(player.x, player.y);
|
map.check_bounds(player.x, player.y);
|
||||||
|
|
||||||
|
game_mutex.unlock();
|
||||||
|
|
||||||
std::this_thread::sleep_for(16666us);
|
std::this_thread::sleep_for(16666us);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::draw() const
|
void Game::draw()
|
||||||
{
|
{
|
||||||
|
const std::lock_guard lock(game_mutex);
|
||||||
|
|
||||||
renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
|
renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
|
||||||
|
|
||||||
map.draw(player.x, player.y);
|
map.draw(player.x, player.y);
|
||||||
|
|
||||||
|
for (const Arrow *arrow : arrows) {
|
||||||
|
arrow->draw(player.x, player.y);
|
||||||
|
}
|
||||||
|
|
||||||
player.draw();
|
player.draw();
|
||||||
|
|
||||||
renderer.flush();
|
renderer.flush();
|
||||||
@ -39,7 +58,7 @@ void Game::draw() const
|
|||||||
|
|
||||||
void Game::run()
|
void Game::run()
|
||||||
{
|
{
|
||||||
update_thread = std::thread(&Game::update, this);
|
update_thread = std::jthread(std::bind_front(&Game::update, this));
|
||||||
|
|
||||||
while (true) {
|
while (true) {
|
||||||
SDL_Event e;
|
SDL_Event e;
|
||||||
@ -87,6 +106,14 @@ void Game::run()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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();
|
draw();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
17
src/Game.hpp
17
src/Game.hpp
@ -2,9 +2,13 @@
|
|||||||
#define GAME_HPP
|
#define GAME_HPP
|
||||||
|
|
||||||
#include <thread>
|
#include <thread>
|
||||||
|
#include <vector>
|
||||||
|
#include <mutex>
|
||||||
|
#include "Arrow.hpp"
|
||||||
#include "GameRenderer.hpp"
|
#include "GameRenderer.hpp"
|
||||||
#include "Player.hpp"
|
#include "Player.hpp"
|
||||||
#include "Map.hpp"
|
#include "Map.hpp"
|
||||||
|
#include "Zombo.hpp"
|
||||||
|
|
||||||
class Game
|
class Game
|
||||||
{
|
{
|
||||||
@ -12,20 +16,23 @@ private:
|
|||||||
GameRenderer renderer;
|
GameRenderer renderer;
|
||||||
Player player;
|
Player player;
|
||||||
Map map;
|
Map map;
|
||||||
|
std::vector<Arrow*> arrows;
|
||||||
|
std::vector<Zombo*> zombos;
|
||||||
|
|
||||||
std::thread update_thread;
|
std::jthread update_thread;
|
||||||
bool stopping = false;
|
std::mutex game_mutex;
|
||||||
|
unsigned int ticks = 0;
|
||||||
|
|
||||||
void update();
|
void update(std::stop_token stop_token);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Game();
|
Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
|
||||||
|
|
||||||
~Game();
|
~Game();
|
||||||
|
|
||||||
void run();
|
void run();
|
||||||
|
|
||||||
void draw() const;
|
void draw();
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -41,7 +41,7 @@ GameRenderer::~GameRenderer()
|
|||||||
|
|
||||||
Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
|
Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
|
||||||
{
|
{
|
||||||
return (Sprite) {
|
return Sprite {
|
||||||
.texture = IMG_LoadTexture(renderer, file.c_str()),
|
.texture = IMG_LoadTexture(renderer, file.c_str()),
|
||||||
.width = width,
|
.width = width,
|
||||||
.height = height
|
.height = height
|
||||||
@ -54,14 +54,13 @@ 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 int center_x, const int center_y) const
|
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 };
|
const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };
|
||||||
const SDL_Point center = { .x = center_x, .y = center_y };
|
SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
|
||||||
SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, ¢er, 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 uint8_t r, const uint8_t g, const uint8_t b, const uint8_t a) const
|
||||||
{
|
{
|
||||||
SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
||||||
SDL_RenderClear(renderer);
|
SDL_RenderClear(renderer);
|
||||||
|
|||||||
@ -2,7 +2,7 @@
|
|||||||
#define GAME_RENDERER_HPP
|
#define GAME_RENDERER_HPP
|
||||||
|
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <SDL2/SDL.h>
|
// #include <SDL2/SDL.h>
|
||||||
#include "Sprite.hpp"
|
#include "Sprite.hpp"
|
||||||
|
|
||||||
class GameRenderer
|
class GameRenderer
|
||||||
@ -25,9 +25,9 @@ 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, int center_x, int center_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(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;
|
||||||
|
|
||||||
void flush() const;
|
void flush() const;
|
||||||
|
|
||||||
|
|||||||
52
src/Map.cpp
52
src/Map.cpp
@ -4,47 +4,47 @@
|
|||||||
Map::Map(GameRenderer *renderer, int tile_size) :
|
Map::Map(GameRenderer *renderer, int tile_size) :
|
||||||
renderer(renderer),
|
renderer(renderer),
|
||||||
tile_size(tile_size),
|
tile_size(tile_size),
|
||||||
tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, grass)),
|
tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
|
||||||
tile_offset_x(-renderer->screen_width / tile_size / 2),
|
tile_offset_x(-renderer->screen_width / tile_size / 2.0),
|
||||||
tile_offset_y(-renderer->screen_height / tile_size / 2)
|
tile_offset_y(-renderer->screen_height / tile_size / 2.0)
|
||||||
{
|
{
|
||||||
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
|
// 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 (unsigned int x = 0; x < tiles.size(); x++) {
|
||||||
if (rand() % 2 == 0) y += rand() % 3 - 1;
|
if (rand() % 2 == 0) y += rand() % 3 - 1;
|
||||||
|
|
||||||
tiles[x][y] = path;
|
tiles[x][y] = Tile::path;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create vertical starting 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 (unsigned int y = 0; y < tiles[x].size(); y++) {
|
||||||
if (rand() % 2 == 0) x += rand() % 3 - 1;
|
if (rand() % 2 == 0) x += rand() % 3 - 1;
|
||||||
|
|
||||||
tiles[x][y] = path;
|
tiles[x][y] = Tile::path;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<Tile> Map::generate_tiles(std::vector<Tile> prev_tiles) const
|
std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
|
||||||
{
|
{
|
||||||
std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), grass);
|
std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
|
||||||
|
|
||||||
int path_idx = 0;
|
int path_idx = 0;
|
||||||
for (int i = 0; i < prev_tiles.size(); i++) {
|
for (unsigned int i = 0; i < prev_tiles.size(); i++) {
|
||||||
if (prev_tiles[i] == path) path_idx = i;
|
if (prev_tiles[i] == Tile::path) path_idx = i;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
|
if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
|
||||||
|
|
||||||
new_tiles[path_idx] = path;
|
new_tiles[path_idx] = Tile::path;
|
||||||
|
|
||||||
return new_tiles;
|
return new_tiles;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Map::check_bounds(int player_x, int player_y)
|
void Map::check_bounds(const double player_x, const double player_y)
|
||||||
{
|
{
|
||||||
// Generate to the left
|
// 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) {
|
||||||
@ -56,12 +56,12 @@ void Map::check_bounds(int player_x, int player_y)
|
|||||||
// Generate upwards
|
// 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 (unsigned int x = 0; x < tiles.size(); x++) {
|
||||||
prev_tiles.push_back(tiles[x][0]);
|
prev_tiles.push_back(tiles[x][0]);
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||||
for (int x = 0; x < tiles.size(); x++) {
|
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||||
tiles[x].insert(tiles[x].begin(), new_tiles[x]);
|
tiles[x].insert(tiles[x].begin(), new_tiles[x]);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -69,31 +69,31 @@ void Map::check_bounds(int player_x, int player_y)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Generate to the right
|
// Generate to the right
|
||||||
if (player_x > (int)(tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2)) {
|
if (player_x > tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2) {
|
||||||
const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
|
const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
|
||||||
tiles.push_back(new_tiles);
|
tiles.push_back(new_tiles);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Generate downwards
|
// Generate downwards
|
||||||
if (player_y > (int)(tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2)) {
|
if (player_y > tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2) {
|
||||||
std::vector<Tile> prev_tiles;
|
std::vector<Tile> prev_tiles;
|
||||||
for (int x = 0; x < tiles.size(); x++) {
|
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||||
prev_tiles.push_back(tiles[x].back());
|
prev_tiles.push_back(tiles[x].back());
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||||
for (int x = 0; x < tiles.size(); x++) {
|
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||||
tiles[x].push_back(new_tiles[x]);
|
tiles[x].push_back(new_tiles[x]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Map::draw(int player_x, int player_y) const
|
void Map::draw(const double player_x, const double player_y) const
|
||||||
{
|
{
|
||||||
for (int tile_x = 0; tile_x < tiles.size(); tile_x++) {
|
for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
|
||||||
for (int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
|
for (unsigned int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
|
||||||
int screen_x = tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2 - player_x;
|
int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x);
|
||||||
int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - player_y;
|
int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y);
|
||||||
|
|
||||||
if (
|
if (
|
||||||
screen_x < -tile_size || screen_y < -tile_size ||
|
screen_x < -tile_size || screen_y < -tile_size ||
|
||||||
@ -103,8 +103,8 @@ void Map::draw(int player_x, int player_y) const
|
|||||||
}
|
}
|
||||||
|
|
||||||
switch (tiles[tile_x][tile_y]) {
|
switch (tiles[tile_x][tile_y]) {
|
||||||
case grass: renderer->draw_sprite(grass_sprite, screen_x, screen_y); break;
|
case Tile::grass: renderer->draw_sprite(grass_sprite, screen_x, screen_y); break;
|
||||||
case path: renderer->draw_sprite(path_sprite, screen_x, screen_y); break;
|
case Tile::path: renderer->draw_sprite(path_sprite, screen_x, screen_y); break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
13
src/Map.hpp
13
src/Map.hpp
@ -11,21 +11,22 @@ class Map
|
|||||||
private:
|
private:
|
||||||
GameRenderer *renderer;
|
GameRenderer *renderer;
|
||||||
std::vector<std::vector<Tile>> tiles;
|
std::vector<std::vector<Tile>> tiles;
|
||||||
int tile_size;
|
|
||||||
int tile_offset_x;
|
|
||||||
int tile_offset_y;
|
|
||||||
|
|
||||||
Sprite grass_sprite;
|
Sprite grass_sprite;
|
||||||
Sprite path_sprite;
|
Sprite path_sprite;
|
||||||
|
|
||||||
std::vector<Tile> generate_tiles(std::vector<Tile> prev_tiles) const;
|
[[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
double tile_offset_x;
|
||||||
|
double tile_offset_y;
|
||||||
|
int tile_size;
|
||||||
|
|
||||||
Map(GameRenderer *renderer, int tile_size);
|
Map(GameRenderer *renderer, int tile_size);
|
||||||
|
|
||||||
void draw(int player_x, int player_y) const;
|
void draw(double player_x, double player_y) const;
|
||||||
|
|
||||||
void check_bounds(int player_x, int player_y);
|
void check_bounds(double player_x, double player_y);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@ -1,9 +1,12 @@
|
|||||||
#include "GameRenderer.hpp"
|
#include "GameRenderer.hpp"
|
||||||
#include "Player.hpp"
|
#include "Player.hpp"
|
||||||
|
#include <cmath>
|
||||||
|
#include <numbers>
|
||||||
|
|
||||||
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 +16,13 @@ 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,
|
||||||
|
(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()
|
void Player::update()
|
||||||
|
|||||||
@ -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;
|
||||||
@ -16,7 +16,9 @@ public:
|
|||||||
double x_vel = 0;
|
double x_vel = 0;
|
||||||
double y_vel = 0;
|
double y_vel = 0;
|
||||||
|
|
||||||
const double speed = 1.5;
|
double angle = 0.0;
|
||||||
|
|
||||||
|
static constexpr double speed = 1.5;
|
||||||
|
|
||||||
Player(GameRenderer *renderer);
|
Player(GameRenderer *renderer);
|
||||||
|
|
||||||
|
|||||||
@ -1,7 +1,8 @@
|
|||||||
#ifndef SPRITE_HPP
|
#ifndef SPRITE_HPP
|
||||||
#define SPRITE_HPP
|
#define SPRITE_HPP
|
||||||
|
|
||||||
#include <SDL2/SDL_render.h>
|
#include "Whatever.hpp"
|
||||||
|
// #include <SDL2/SDL_render.h>
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
SDL_Texture *texture;
|
SDL_Texture *texture;
|
||||||
|
|||||||
@ -1,7 +1,7 @@
|
|||||||
#ifndef TILE_HPP
|
#ifndef TILE_HPP
|
||||||
#define TILE_HPP
|
#define TILE_HPP
|
||||||
|
|
||||||
enum Tile
|
enum class Tile
|
||||||
{
|
{
|
||||||
grass,
|
grass,
|
||||||
path,
|
path,
|
||||||
|
|||||||
42
src/Whatever.hpp
Normal file
42
src/Whatever.hpp
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
#ifndef WHATEVER_HPP
|
||||||
|
#define WHATEVER_HPP
|
||||||
|
|
||||||
|
using SDL_Texture = void;
|
||||||
|
using SDL_Renderer = void;
|
||||||
|
using SDL_Window = void;
|
||||||
|
|
||||||
|
enum SDL_Event_type {
|
||||||
|
SDL_QUIT,
|
||||||
|
SDL_KEYDOWN,
|
||||||
|
SDL_KEYUP,
|
||||||
|
SDL_MOUSEBUTTONDOWN,
|
||||||
|
};
|
||||||
|
|
||||||
|
enum SDL_Event_keysym_sym {
|
||||||
|
SDLK_RIGHT,
|
||||||
|
SDLK_d,
|
||||||
|
SDLK_LEFT,
|
||||||
|
SDLK_a,
|
||||||
|
SDLK_DOWN,
|
||||||
|
SDLK_s,
|
||||||
|
SDLK_UP,
|
||||||
|
SDLK_w,
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SDL_Event {
|
||||||
|
SDL_Event_type type;
|
||||||
|
struct {
|
||||||
|
struct {
|
||||||
|
SDL_Event_keysym_sym sym;
|
||||||
|
} keysym;
|
||||||
|
} key;
|
||||||
|
struct {
|
||||||
|
int button;
|
||||||
|
} button;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
void SDL_WaitEvent(SDL_Event*);
|
||||||
|
void SDL_GetMouseState(int*, int*);
|
||||||
|
|
||||||
|
#endif
|
||||||
29
src/Zombo.cpp
Normal file
29
src/Zombo.cpp
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
#include "Zombo.hpp"
|
||||||
|
|
||||||
|
Zombo::Zombo(GameRenderer *renderer, const double x, const double y) : renderer(renderer), x(x), y(y)
|
||||||
|
{
|
||||||
|
sprite = renderer->load_sprite("./assets/zombo.png", 40, 40);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Zombo::update(const double player_x, const double player_y)
|
||||||
|
{
|
||||||
|
double x_vel = 0, y_vel = 0;
|
||||||
|
|
||||||
|
if (player_x > x) x_vel = speed;
|
||||||
|
else if (player_x < x) x_vel = -speed;
|
||||||
|
|
||||||
|
if (player_y > y) y_vel = speed;
|
||||||
|
else if (player_y < y) y_vel = -speed;
|
||||||
|
|
||||||
|
x += x_vel;
|
||||||
|
y += y_vel;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Zombo::draw(const double player_x, const double player_y) const
|
||||||
|
{
|
||||||
|
renderer->draw_sprite(
|
||||||
|
sprite,
|
||||||
|
(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
|
||||||
|
(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y)
|
||||||
|
);
|
||||||
|
}
|
||||||
26
src/Zombo.hpp
Normal file
26
src/Zombo.hpp
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
#ifndef ZOMBO_HPP
|
||||||
|
#define ZOMBO_HPP
|
||||||
|
|
||||||
|
#include "Sprite.hpp"
|
||||||
|
#include "GameRenderer.hpp"
|
||||||
|
|
||||||
|
class Zombo
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
GameRenderer *renderer;
|
||||||
|
Sprite sprite;
|
||||||
|
|
||||||
|
double x;
|
||||||
|
double y;
|
||||||
|
|
||||||
|
static constexpr int speed = 3;
|
||||||
|
|
||||||
|
public:
|
||||||
|
Zombo(GameRenderer *renderer, double x, double y);
|
||||||
|
|
||||||
|
void update(double player_x, double player_y);
|
||||||
|
|
||||||
|
void draw(double player_x, double player_y) const;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@ -3,10 +3,9 @@
|
|||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
srand(time(nullptr));
|
srand((unsigned int)time(nullptr));
|
||||||
|
|
||||||
Game game = Game();
|
|
||||||
|
|
||||||
|
Game game;
|
||||||
game.run();
|
game.run();
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user