Compare commits
No commits in common. "89cea4408648ae7e107b8593c84b7177620fedbc" and "6bf8c2cb88617758f4ad5beacbf6251a81a07508" have entirely different histories.
89cea44086
...
6bf8c2cb88
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,4 +1,3 @@
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build/
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a.out
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.vscode/
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25
Makefile
25
Makefile
@ -2,34 +2,19 @@ OBJS= \
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build/src/main.o \
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build/src/Map.o \
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build/src/Game.o \
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build/src/Arrow.o \
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build/src/Zombo.o \
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build/src/Player.o \
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build/src/GameRenderer.o
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MAKEFLAGS += -j $(shell nproc)
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CXX_FLAGS = -std=c++23 -Wall -Wextra -Wpedantic -Wconversion -pedantic -pedantic-errors
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RELEASE=0
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ifeq ($(RELEASE), 1)
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CXX_FLAGS += -Werror
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else
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CXX_FLAGS += -fsanitize=address,undefined
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LINKER_FLAGS += -fsanitize=address,undefined
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endif
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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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LIBS=-lSDL2 -lSDL2_image
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build/%.o: %.cpp $(wildcard *.hpp)
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@mkdir -p `dirname $@`
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g++ $(CXX_FLAGS) -c -o $@ $<
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mkdir -p `dirname $@`
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g++ $(CFLAGS) -c -o $@ $< $(LIBS)
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all: $(OBJS)
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g++ $(OBJS) $(LINKER_FLAGS)
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g++ $(CFLAGS) $(OBJS) $(LIBS)
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clean:
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rm -r build
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rm a.out
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BIN
assets/arrow.png
BIN
assets/arrow.png
Binary file not shown.
|
Before Width: | Height: | Size: 295 B |
BIN
assets/bow.png
BIN
assets/bow.png
Binary file not shown.
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Before Width: | Height: | Size: 357 B |
Binary file not shown.
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Before Width: | Height: | Size: 470 B |
BIN
assets/zombo.png
BIN
assets/zombo.png
Binary file not shown.
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Before Width: | Height: | Size: 370 B |
@ -1,8 +0,0 @@
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-xc++
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-std=c++23
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-Wall
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-Wextra
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-Wpedantic
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-Wconversion
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-pedantic
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-pedantic-errors
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@ -1,25 +0,0 @@
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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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{
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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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}
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@ -1,27 +0,0 @@
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#ifndef ARROW_HPP
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#define ARROW_HPP
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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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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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Arrow(GameRenderer *renderer, double x, double y, double angle);
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void draw(double offset_x, double offset_y) const;
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void update();
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};
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#endif
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43
src/Game.cpp
43
src/Game.cpp
@ -1,56 +1,37 @@
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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() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
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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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stopping = true;
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update_thread.join();
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}
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void Game::update(std::stop_token stop_token)
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void Game::update()
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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 (!stopping) {
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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 (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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void Game::draw() const
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{
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const 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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}
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player.draw();
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renderer.flush();
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@ -58,7 +39,7 @@ 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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update_thread = std::thread(&Game::update, this);
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while (true) {
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SDL_Event e;
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@ -106,14 +87,6 @@ void Game::run()
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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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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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}
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17
src/Game.hpp
17
src/Game.hpp
@ -2,13 +2,9 @@
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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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#include "Map.hpp"
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#include "Zombo.hpp"
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class Game
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{
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@ -16,23 +12,20 @@ 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::jthread update_thread;
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std::mutex game_mutex;
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unsigned int ticks = 0;
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std::thread update_thread;
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bool stopping = false;
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void update(std::stop_token stop_token);
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void update();
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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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~Game();
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void run();
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void draw();
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void draw() const;
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};
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#endif
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@ -41,7 +41,7 @@ GameRenderer::~GameRenderer()
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Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
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{
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return Sprite {
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return (Sprite) {
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.texture = IMG_LoadTexture(renderer, file.c_str()),
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.width = width,
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.height = height
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@ -54,13 +54,14 @@ void GameRenderer::draw_sprite(const Sprite sprite, const int x, const int y) co
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SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
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}
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void GameRenderer::draw_sprite_rotated(const Sprite sprite, const int x, const int y, const double angle) const
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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
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{
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const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };
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SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
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const SDL_Point center = { .x = center_x, .y = center_y };
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SDL_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, ¢er, SDL_FLIP_NONE);
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}
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void GameRenderer::clear_screen(const uint8_t r, const uint8_t g, const uint8_t b, const uint8_t a) const
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void GameRenderer::clear_screen(const int r, const int g, const int b, const int a) const
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{
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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SDL_RenderClear(renderer);
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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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@ -25,9 +25,9 @@ public:
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void draw_sprite(Sprite sprite, int x, int y) const;
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void draw_sprite_rotated(Sprite sprite, int x, int y, double angle) const;
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void draw_sprite_rotated(Sprite sprite, int x, int y, double angle, int center_x, int center_y) const;
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void clear_screen(uint8_t r, uint8_t g, uint8_t b, uint8_t a) const;
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void clear_screen(int r, int g, int b, int a) const;
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void flush() const;
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52
src/Map.cpp
52
src/Map.cpp
@ -4,47 +4,47 @@
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Map::Map(GameRenderer *renderer, int tile_size) :
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renderer(renderer),
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tile_size(tile_size),
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
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tile_offset_x(-renderer->screen_width / tile_size / 2.0),
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tile_offset_y(-renderer->screen_height / tile_size / 2.0)
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, grass)),
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tile_offset_x(-renderer->screen_width / tile_size / 2),
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tile_offset_y(-renderer->screen_height / tile_size / 2)
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{
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grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
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path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
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// Create horizontal starting path
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int y = renderer->screen_height / tile_size / 2;
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for (unsigned int x = 0; x < tiles.size(); x++) {
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for (int x = 0; x < tiles.size(); x++) {
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if (rand() % 2 == 0) y += rand() % 3 - 1;
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tiles[x][y] = Tile::path;
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tiles[x][y] = path;
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}
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// Create vertical starting path
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int x = renderer->screen_width / tile_size / 2;
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for (unsigned int y = 0; y < tiles[x].size(); y++) {
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for (int y = 0; y < tiles[x].size(); y++) {
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if (rand() % 2 == 0) x += rand() % 3 - 1;
|
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|
||||
tiles[x][y] = Tile::path;
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tiles[x][y] = path;
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}
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}
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std::vector<Tile> Map::generate_tiles(const std::vector<Tile> &prev_tiles) const
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std::vector<Tile> Map::generate_tiles(std::vector<Tile> prev_tiles) const
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{
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std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), Tile::grass);
|
||||
std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), grass);
|
||||
|
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int path_idx = 0;
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for (unsigned int i = 0; i < prev_tiles.size(); i++) {
|
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if (prev_tiles[i] == Tile::path) path_idx = i;
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for (int i = 0; i < prev_tiles.size(); i++) {
|
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if (prev_tiles[i] == path) path_idx = i;
|
||||
}
|
||||
|
||||
if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
|
||||
|
||||
new_tiles[path_idx] = Tile::path;
|
||||
new_tiles[path_idx] = path;
|
||||
|
||||
return new_tiles;
|
||||
}
|
||||
|
||||
void Map::check_bounds(const double player_x, const double player_y)
|
||||
void Map::check_bounds(int player_x, int player_y)
|
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{
|
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// Generate to the left
|
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if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
|
||||
@ -56,12 +56,12 @@ void Map::check_bounds(const double player_x, const double player_y)
|
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// Generate upwards
|
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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++) {
|
||||
for (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++) {
|
||||
for (int x = 0; x < tiles.size(); x++) {
|
||||
tiles[x].insert(tiles[x].begin(), new_tiles[x]);
|
||||
}
|
||||
|
||||
@ -69,31 +69,31 @@ void Map::check_bounds(const double player_x, const double player_y)
|
||||
}
|
||||
|
||||
// Generate to the right
|
||||
if (player_x > tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2) {
|
||||
if (player_x > (int)(tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2)) {
|
||||
const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
|
||||
tiles.push_back(new_tiles);
|
||||
}
|
||||
|
||||
// Generate downwards
|
||||
if (player_y > tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2) {
|
||||
if (player_y > (int)(tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2)) {
|
||||
std::vector<Tile> prev_tiles;
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
for (int x = 0; x < tiles.size(); x++) {
|
||||
prev_tiles.push_back(tiles[x].back());
|
||||
}
|
||||
|
||||
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
|
||||
for (unsigned int x = 0; x < tiles.size(); x++) {
|
||||
for (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
|
||||
void Map::draw(int player_x, int 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 (int tile_x = 0; tile_x < tiles.size(); tile_x++) {
|
||||
for (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_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - player_y;
|
||||
|
||||
if (
|
||||
screen_x < -tile_size || screen_y < -tile_size ||
|
||||
@ -103,8 +103,8 @@ void Map::draw(const double player_x, const double player_y) const
|
||||
}
|
||||
|
||||
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;
|
||||
case grass: renderer->draw_sprite(grass_sprite, screen_x, screen_y); break;
|
||||
case path: renderer->draw_sprite(path_sprite, screen_x, screen_y); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
13
src/Map.hpp
13
src/Map.hpp
@ -11,22 +11,21 @@ class Map
|
||||
private:
|
||||
GameRenderer *renderer;
|
||||
std::vector<std::vector<Tile>> tiles;
|
||||
int tile_size;
|
||||
int tile_offset_x;
|
||||
int tile_offset_y;
|
||||
|
||||
Sprite grass_sprite;
|
||||
Sprite path_sprite;
|
||||
|
||||
[[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const;
|
||||
std::vector<Tile> generate_tiles(std::vector<Tile> prev_tiles) const;
|
||||
|
||||
public:
|
||||
double tile_offset_x;
|
||||
double tile_offset_y;
|
||||
int tile_size;
|
||||
|
||||
Map(GameRenderer *renderer, int tile_size);
|
||||
|
||||
void draw(double player_x, double player_y) const;
|
||||
void draw(int player_x, int player_y) const;
|
||||
|
||||
void check_bounds(double player_x, double player_y);
|
||||
void check_bounds(int player_x, int player_y);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@ -1,12 +1,9 @@
|
||||
#include "GameRenderer.hpp"
|
||||
#include "Player.hpp"
|
||||
#include <cmath>
|
||||
#include <numbers>
|
||||
|
||||
Player::Player(GameRenderer *renderer) : renderer(renderer)
|
||||
{
|
||||
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
|
||||
@ -16,13 +13,6 @@ void Player::draw() const
|
||||
renderer->screen_width / 2 - hero_sprite.width / 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()
|
||||
|
||||
@ -7,7 +7,7 @@ class Player
|
||||
{
|
||||
private:
|
||||
GameRenderer *renderer;
|
||||
Sprite hero_sprite, bow_sprite;
|
||||
Sprite hero_sprite;
|
||||
|
||||
public:
|
||||
double x = 0;
|
||||
@ -16,9 +16,7 @@ public:
|
||||
double x_vel = 0;
|
||||
double y_vel = 0;
|
||||
|
||||
double angle = 0.0;
|
||||
|
||||
static constexpr double speed = 1.5;
|
||||
const double speed = 1.5;
|
||||
|
||||
Player(GameRenderer *renderer);
|
||||
|
||||
|
||||
@ -1,8 +1,7 @@
|
||||
#ifndef SPRITE_HPP
|
||||
#define SPRITE_HPP
|
||||
|
||||
#include "Whatever.hpp"
|
||||
// #include <SDL2/SDL_render.h>
|
||||
#include <SDL2/SDL_render.h>
|
||||
|
||||
typedef struct {
|
||||
SDL_Texture *texture;
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
#ifndef TILE_HPP
|
||||
#define TILE_HPP
|
||||
|
||||
enum class Tile
|
||||
enum Tile
|
||||
{
|
||||
grass,
|
||||
path,
|
||||
|
||||
@ -1,42 +0,0 @@
|
||||
#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
|
||||
@ -1,29 +0,0 @@
|
||||
#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)
|
||||
);
|
||||
}
|
||||
@ -1,26 +0,0 @@
|
||||
#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
|
||||
@ -3,9 +3,10 @@
|
||||
|
||||
int main()
|
||||
{
|
||||
srand((unsigned int)time(nullptr));
|
||||
srand(time(nullptr));
|
||||
|
||||
Game game = Game();
|
||||
|
||||
Game game;
|
||||
game.run();
|
||||
|
||||
return 0;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user