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12 changed files with 76 additions and 157 deletions

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

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

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@ -1,6 +1,4 @@
#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)
@ -14,7 +12,7 @@ void Arrow::draw(const double player_x, const double player_y) const
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
angle * 180 / M_PI
);
}

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@ -1,57 +1,49 @@
#include <mutex>
#include <thread>
#include <functional>
#include "GameRenderer.hpp"
#include "Player.hpp"
#include "Game.hpp"
#include <chrono>
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()) {
{
auto lock = std::lock_guard(game_mutex);
game_mutex.lock();
ticks++;
player.update();
player.update();
for (auto& arrow : arrows) {
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();
map.check_bounds(player.x, player.y);
for (Arrow *arrow : arrows) {
arrow->update();
}
renderer.redraw();
map.check_bounds(player.x, player.y);
game_mutex.unlock();
std::this_thread::sleep_for(16666us);
}
}
void Game::draw()
{
std::lock_guard lock(game_mutex);
const std::lock_guard lock(game_mutex);
renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF);
map.draw(player.x, player.y);
for (const auto& arrow : arrows) {
arrow.draw(player.x, player.y);
}
for (const auto& zombo : zombos) {
zombo.draw(player.x, player.y);
for (const Arrow *arrow : arrows) {
arrow->draw(player.x, player.y);
}
player.draw();
@ -61,66 +53,62 @@ void Game::draw()
void Game::run()
{
auto update_thread = std::jthread(std::bind_front(&Game::update, this));
update_thread = std::jthread(std::bind_front(&Game::update, this));
while (true) {
SDL_Event e;
SDL_WaitEvent(&e);
{
auto lock = std::lock_guard(game_mutex);
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(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);
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();
}
}

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

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@ -34,4 +34,4 @@ public:
void redraw() const;
};
#endif
#endif

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@ -1,7 +1,5 @@
#include "GameRenderer.hpp"
#include "Player.hpp"
#include <cmath>
#include <numbers>
Player::Player(GameRenderer *renderer) : renderer(renderer)
{
@ -21,7 +19,7 @@ void Player::draw() const
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
angle * 180 / M_PI
);
}

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

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@ -1,4 +0,0 @@
#ifndef WHATEVER_HPP
#define WHATEVER_HPP
#endif

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@ -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)
);
}

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@ -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