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6 Commits

Author SHA1 Message Date
sfj
57f271974a get stuff working 2025-10-29 13:37:50 +01:00
Simon From Jakobsen
127b96a92f don't use new and delete 2025-10-29 13:09:16 +01:00
Simon From Jakobsen
012d021a08 try fix memory error 2025-10-29 13:07:33 +01:00
Simon From Jakobsen
7584609f33 fix and stub errors 2025-10-29 12:42:41 +01:00
ec2e16e7d7 Try to implement zombie spawning 2025-10-29 12:34:16 +01:00
8841bded6f Add zombies 2025-10-29 12:18:34 +01:00
12 changed files with 152 additions and 71 deletions

1
.gitignore vendored
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@ -1,3 +1,4 @@
build/ build/
a.out a.out
.vscode/

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@ -3,6 +3,7 @@ OBJS= \
build/src/Map.o \ build/src/Map.o \
build/src/Game.o \ build/src/Game.o \
build/src/Arrow.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

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assets/zombo.png Normal file

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@ -1,4 +1,6 @@
#include "Arrow.hpp" #include "Arrow.hpp"
#include <cmath>
#include <numbers>
Arrow::Arrow(GameRenderer *renderer, const double x, const double y, const double angle) Arrow::Arrow(GameRenderer *renderer, const double x, const double y, const double angle)
: renderer(renderer), x(x), y(y), angle(angle) : renderer(renderer), x(x), y(y), angle(angle)
@ -12,7 +14,7 @@ void Arrow::draw(const double player_x, const double player_y) const
sprite, sprite,
(int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x), (int)(x - sprite.width / 2 + renderer->screen_width / 2 - player_x),
(int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y), (int)(y - sprite.height / 2 + renderer->screen_height / 2 - player_y),
angle * 180 / M_PI angle * 180 / std::numbers::pi
); );
} }

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@ -1,34 +1,39 @@
#include <mutex>
#include <thread> #include <thread>
#include <functional> #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()
{
for (const Arrow *arrow : arrows) {
delete arrow;
}
}
void Game::update(std::stop_token stop_token) void Game::update(std::stop_token stop_token)
{ {
while (!stop_token.stop_requested()) { while (!stop_token.stop_requested()) {
game_mutex.lock(); {
auto lock = std::lock_guard(game_mutex);
ticks++;
player.update(); player.update();
for (Arrow *arrow : arrows) { for (auto& arrow : arrows) {
arrow->update(); arrow.update();
}
for (auto& zombo : zombos) {
zombo.update(player.x, player.y);
}
if (ticks % 1000 == 0) {
zombos.push_back(Zombo(&renderer, 20.0, 20.0)); // 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);
} }
@ -36,14 +41,17 @@ void Game::update(std::stop_token stop_token)
void Game::draw() void Game::draw()
{ {
const std::lock_guard lock(game_mutex); 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) { for (const auto& arrow : arrows) {
arrow->draw(player.x, player.y); arrow.draw(player.x, player.y);
}
for (const auto& zombo : zombos) {
zombo.draw(player.x, player.y);
} }
player.draw(); player.draw();
@ -53,12 +61,15 @@ void Game::draw()
void Game::run() void Game::run()
{ {
update_thread = std::jthread(std::bind_front(&Game::update, this)); auto update_thread = std::jthread(std::bind_front(&Game::update, this));
while (true) { while (true) {
SDL_Event e; SDL_Event e;
SDL_WaitEvent(&e); SDL_WaitEvent(&e);
{
auto lock = std::lock_guard(game_mutex);
if (e.type == SDL_QUIT) { if (e.type == SDL_QUIT) {
break; break;
} }
@ -102,12 +113,13 @@ void Game::run()
} }
if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) { if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
arrows.push_back(new Arrow(&renderer, player.x, player.y, player.angle)); arrows.push_back(Arrow(&renderer, player.x, player.y, player.angle));
} }
int mouse_x, mouse_y; int mouse_x, mouse_y;
SDL_GetMouseState(&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); player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);
}
draw(); draw();
} }

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@ -1,12 +1,14 @@
#ifndef GAME_HPP #ifndef GAME_HPP
#define GAME_HPP #define GAME_HPP
#include <thread>
#include <vector> #include <vector>
#include <mutex>
#include "Arrow.hpp" #include "Arrow.hpp"
#include "GameRenderer.hpp" #include "GameRenderer.hpp"
#include "Player.hpp" #include "Player.hpp"
#include "Map.hpp" #include "Map.hpp"
#include "Zombo.hpp"
#include <stop_token>
class Game class Game
{ {
@ -14,17 +16,18 @@ private:
GameRenderer renderer; GameRenderer renderer;
Player player; Player player;
Map map; Map map;
std::vector<Arrow*> arrows; std::vector<Arrow> arrows;
std::vector<Zombo> zombos;
std::jthread update_thread;
std::mutex game_mutex; std::mutex game_mutex;
unsigned int ticks = 0;
void update(std::stop_token stop_token); void update(std::stop_token stop_token);
public: public:
Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {} Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
~Game(); ~Game() = default;
void run(); void run();

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@ -1,5 +1,7 @@
#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)
{ {
@ -19,7 +21,7 @@ void Player::draw() const
bow_sprite, bow_sprite,
(int)(renderer->screen_width / 2 - bow_sprite.width / 2 + std::cos(angle) * 30), (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), (int)(renderer->screen_height / 2 - bow_sprite.height / 2 + std::sin(angle) * 30),
angle * 180 / M_PI angle * 180 / std::numbers::pi
); );
} }

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@ -1,6 +1,7 @@
#ifndef SPRITE_HPP #ifndef SPRITE_HPP
#define SPRITE_HPP #define SPRITE_HPP
#include "Whatever.hpp"
#include <SDL2/SDL_render.h> #include <SDL2/SDL_render.h>
typedef struct { typedef struct {

4
src/Whatever.hpp Normal file
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@ -0,0 +1,4 @@
#ifndef WHATEVER_HPP
#define WHATEVER_HPP
#endif

29
src/Zombo.cpp Normal file
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@ -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
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@ -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