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4 Commits
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127b96a92f
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127b96a92f | ||
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012d021a08 | ||
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7584609f33 | ||
| ec2e16e7d7 |
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,3 +1,4 @@
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build/
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a.out
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.vscode/
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@ -1,4 +1,6 @@
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#include "Arrow.hpp"
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#include <cmath>
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#include <numbers>
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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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@ -12,7 +14,7 @@ void Arrow::draw(const double player_x, const double player_y) const
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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 / M_PI
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angle * 180 / std::numbers::pi
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);
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}
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141
src/Game.cpp
141
src/Game.cpp
@ -1,53 +1,54 @@
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#include <mutex>
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#include <thread>
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#include <functional>
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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 <chrono>
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using namespace std::literals::chrono_literals;
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Game::~Game()
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{
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for (const Arrow *arrow : arrows) {
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delete arrow;
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}
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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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{
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auto lock = std::lock_guard(game_mutex);
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player.update();
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ticks++;
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for (Arrow *arrow : arrows) {
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arrow->update();
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player.update();
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for (auto& arrow : arrows) {
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arrow.update();
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}
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for (auto& zombo : zombos) {
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zombo.update(player.x, player.y);
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}
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if (ticks % 1000 == 0) {
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zombos.push_back(Zombo(&renderer, 20.0, 20.0)); // doesn't work :((((
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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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}
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for (Zombo *zombo : zombos) {
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zombo->update(player.x, player.y); // doesn't work :((((
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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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}
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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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std::lock_guard lock(game_mutex);
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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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for (const Arrow *arrow : arrows) {
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arrow->draw(player.x, player.y);
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for (const auto& arrow : arrows) {
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arrow. draw(player.x, player.y);
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}
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player.draw();
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@ -57,61 +58,65 @@ void Game::draw()
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void Game::run()
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{
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update_thread = std::jthread(std::bind_front(&Game::update, this));
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auto 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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if (e.type == SDL_QUIT) {
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break;
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}
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{
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auto lock = std::lock_guard(game_mutex);
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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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if (e.type == SDL_QUIT) {
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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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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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}
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
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arrows.push_back(new Arrow(&renderer, player.x, player.y, player.angle));
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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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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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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
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arrows.push_back(Arrow(&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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}
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draw();
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}
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@ -1,8 +1,8 @@
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#ifndef GAME_HPP
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#define GAME_HPP
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#include <thread>
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#include <vector>
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#include <mutex>
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#include "Arrow.hpp"
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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@ -15,10 +15,9 @@ 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<Arrow> arrows;
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std::vector<Zombo> zombos;
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std::jthread update_thread;
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std::mutex game_mutex;
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unsigned int ticks = 0;
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@ -27,8 +26,6 @@ private:
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public:
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Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
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~Game();
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void run();
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void draw();
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@ -2,7 +2,7 @@
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#define GAME_RENDERER_HPP
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#include <string>
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#include <SDL2/SDL.h>
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// #include <SDL2/SDL.h>
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#include "Sprite.hpp"
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class GameRenderer
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@ -1,5 +1,7 @@
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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#include <cmath>
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#include <numbers>
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Player::Player(GameRenderer *renderer) : renderer(renderer)
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{
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@ -19,7 +21,7 @@ void Player::draw() const
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bow_sprite,
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(int)(renderer->screen_width / 2 - bow_sprite.width / 2 + std::cos(angle) * 30),
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(int)(renderer->screen_height / 2 - bow_sprite.height / 2 + std::sin(angle) * 30),
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angle * 180 / M_PI
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angle * 180 / std::numbers::pi
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);
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}
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@ -1,7 +1,8 @@
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#ifndef SPRITE_HPP
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#define SPRITE_HPP
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#include <SDL2/SDL_render.h>
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#include "Whatever.hpp"
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// #include <SDL2/SDL_render.h>
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typedef struct {
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SDL_Texture *texture;
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42
src/Whatever.hpp
Normal file
42
src/Whatever.hpp
Normal file
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#ifndef WHATEVER_HPP
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#define WHATEVER_HPP
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using SDL_Texture = void;
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using SDL_Renderer = void;
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using SDL_Window = void;
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enum SDL_Event_type {
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SDL_QUIT,
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SDL_KEYDOWN,
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SDL_KEYUP,
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SDL_MOUSEBUTTONDOWN,
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};
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enum SDL_Event_keysym_sym {
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SDLK_RIGHT,
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SDLK_d,
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SDLK_LEFT,
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SDLK_a,
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SDLK_DOWN,
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SDLK_s,
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SDLK_UP,
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SDLK_w,
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};
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struct SDL_Event {
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SDL_Event_type type;
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struct {
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struct {
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SDL_Event_keysym_sym sym;
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} keysym;
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} key;
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struct {
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int button;
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} button;
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};
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void SDL_WaitEvent(SDL_Event*);
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void SDL_GetMouseState(int*, int*);
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#endif
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