#include #include "GameRenderer.hpp" #include "Player.hpp" #include "Game.hpp" using namespace std::literals::chrono_literals; Game::Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {} Game::~Game() { stopping = true; update_thread.join(); } void Game::update() { while (!stopping) { player.update(); renderer.redraw(); map.check_bounds(player.x, player.y); std::this_thread::sleep_for(16666us); } } void Game::draw() const { renderer.clear_screen(0x80, 0x40, 0xFF, 0xFF); map.draw(player.x, player.y); player.draw(); renderer.flush(); } void Game::run() { update_thread = std::thread(&Game::update, this); while (true) { SDL_Event e; SDL_WaitEvent(&e); 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; } } draw(); } }