Compare commits
10 Commits
1f8aa8e55c
..
master
| Author | SHA1 | Date | |
|---|---|---|---|
| d24f097223 | |||
| d3cb22a278 | |||
| efecc44a52 | |||
| 4dd53284ca | |||
| 32dd6dfce7 | |||
| 99e637fc8b | |||
| 73a7be3f43 | |||
| 2dfcc72343 | |||
| 87c6b5abdf | |||
| b6551d9d6d |
@@ -0,0 +1,11 @@
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{
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"ship": {
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"destroyer": {
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"texture": "assets/entities/ships/destroyer.svg",
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"width": 58,
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"height": 512,
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"speed": 250
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}
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}
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}
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|
Before Width: | Height: | Size: 69 KiB After Width: | Height: | Size: 69 KiB |
+22
@@ -0,0 +1,22 @@
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#ifndef RESET
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#define RESET "\033[0m"
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#define BLACK "\033[30m" /* Black */
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#define RED "\033[31m" /* Red */
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#define GREEN "\033[32m" /* Green */
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#define YELLOW "\033[33m" /* Yellow */
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#define BLUE "\033[34m" /* Blue */
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#define MAGENTA "\033[35m" /* Magenta */
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#define CYAN "\033[36m" /* Cyan */
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#define WHITE "\033[37m" /* White */
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#define BOLDBLACK "\033[1m\033[30m" /* Bold Black */
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#define BOLDRED "\033[1m\033[31m" /* Bold Red */
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#define BOLDGREEN "\033[1m\033[32m" /* Bold Green */
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#define BOLDYELLOW "\033[1m\033[33m" /* Bold Yellow */
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#define BOLDBLUE "\033[1m\033[34m" /* Bold Blue */
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#define BOLDMAGENTA "\033[1m\033[35m" /* Bold Magenta */
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#define BOLDCYAN "\033[1m\033[36m" /* Bold Cyan */
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#define BOLDWHITE "\033[1m\033[37m" /* Bold White */
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#endif
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@@ -0,0 +1,13 @@
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#include <SDL3/SDL_stdinc.h>
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#ifndef CONST_NS
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#define CONST_NS
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constexpr int SCREEN_WIDTH = 1600;
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constexpr int SCREEN_HEIGHT = 1200;
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constexpr int WORLD_WIDTH = 20000;
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constexpr int WORLD_HEIGHT = 200000;
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constexpr int TARGET_FPS = 60;
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constexpr Uint64 TARGET_FRAME_TIME_NS = 1'000'000'000 / TARGET_FPS;
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#endif
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@@ -0,0 +1,63 @@
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#include <errno.h>
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#include <csignal>
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#include "color.h"
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#include <iostream>
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#include "exitcleanup.hpp"
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#include "types.hpp"
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#include "main.hpp"
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void SignalHandler(int code) {
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switch (code) {
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case SIGTERM:
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std::cerr << "\nreceived SIGTERM exiting...\n";
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break;
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case SIGINT:
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std::cerr << "\nreceived SIGINT exiting...\n";
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break;
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case SIGQUIT:
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std::cerr << "\nreceived SIGQUIT exiting...\n";
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break;
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case SIGHUP:
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std::cerr << "\nreceived SIGHUP exiting...\n";
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break;
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case SIGSEGV:
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std::cerr << "\nreceived SIGSEGV(segmentaiton fault) exiting...\nIf this "
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"repeats please report it as a bug\n";
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break;
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}
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try {
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GeneralCleanUp(code);
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} catch(...) {
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std::cerr << RED"[ERROR]" << RESET" general cleanup error\n";
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exit(errno);
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}
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}
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void GeneralCleanUp(int code) {
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for(Entity *entity : loaded_entities) {
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try {
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SDL_DestroyTexture(entity->texture);
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} catch(...) {
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std::cerr << RED"[ERROR]" << RESET" failed to destroy texture of entity\nentity address:" << YELLOW << entity << RESET"\n";
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}
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}
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try {
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SDL_DestroyWindow(main_sdl_session.window);
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} catch(...) {
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std::cerr << RED"[ERROR]" << RESET" failed to destroy window\n";
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}
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try{
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SDL_DestroyRenderer(main_sdl_session.renderer);
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} catch(...) {
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std::cerr << RED"[ERROR]" << RESET" failed to destroy renderer\n";
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}
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try {
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SDL_Quit();
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} catch (...) {
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std::cerr << RED"[ERROR]" << RESET" failed to quit sdl\n";
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}
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exit(code);
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}
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@@ -0,0 +1,4 @@
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#ifndef EC_NS
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#define EC_NS
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void GeneralCleanUp(int code = 0);
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#endif
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@@ -0,0 +1,46 @@
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#include "init.hpp"
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#include "color.h"
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#include "main.hpp"
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#include <csignal>
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#include <cstdlib>
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#include <fstream>
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#include <iostream>
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#include <nlohmann/json.hpp>
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#include <ostream>
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#include <string>
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using json = nlohmann::json;
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void init_entity(Entity &entity, SDL_Renderer *renderer, std::string type,
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std::string name) {
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json entities;
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try {
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std::ifstream entitiesF("./assets/entities.json");
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entities = json::parse(entitiesF);
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} catch (const json::parse_error &e) {
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std::cerr << "Parse error: " << e.what() << "\n";
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exit(1);
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} catch (const std::exception &e) {
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std::cerr << "Error: " << e.what() << "\n";
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exit(2);
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}
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loaded_entities.push_back(&entity);
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std::clog << entities[type];
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entity.texture = IMG_LoadTexture(
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renderer, entities[type][name]["texture"].get<std::string>().c_str());
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if (entity.texture == NULL) {
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std::cerr << "\n" << RED "[ERROR]" << RESET " failed to load texture\n";
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exit(ENOENT);
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}
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entity.srcRect = {0, 0, entities[type][name]["width"].get<int>(),
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entities[type][name]["height"].get<int>()};
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entity.speed = entities[type][name]["speed"].get<float>();
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entity.gotoT = false;
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}
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@@ -0,0 +1,8 @@
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#include "types.hpp"
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#ifndef IN_NS
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#define IN_NS
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void init_entity(Entity &entity, SDL_Renderer *renderer,std::string type, std::string name);
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#endif
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+225
-154
@@ -1,175 +1,246 @@
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#include "exitcleanup.hpp"
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#include "init.hpp"
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#include "types.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include "types.hpp"
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#include <cmath>
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#include <csignal>
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#include <iostream>
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#include <vector>
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#include <ctime>
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#include <iomanip>
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constexpr int SCREEN_WIDTH = 800;
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constexpr int SCREEN_HEIGHT = 600;
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constexpr int WORLD_WIDTH = 1600;
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constexpr int WORLD_HEIGHT = 1200;
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constexpr int TARGET_FPS = 60;
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constexpr Uint64 TARGET_FRAME_TIME_NS = 1'000'000'000 / TARGET_FPS;
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struct Entity {
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SDL_FRect position;
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SDL_Texture* texture;
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SDL_Rect srcRect;
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float speed = 250.0f;
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Angle360 Angle;
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};
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struct Camera {
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SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
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bool followPlayer = true;
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float speed = 500.0f;
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float smoothness = 0.1f;
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};
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std::vector<Entity *> loaded_entities;
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sdl_session main_sdl_session;
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int main() {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window* window = SDL_CreateWindow("Naval Swarm", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
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SDL_Renderer* renderer = SDL_CreateRenderer(window, "gpu,vulcan");
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SDL_Init(SDL_INIT_VIDEO);
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// Load textures
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SDL_Texture* spriteSheet = IMG_LoadTexture(renderer, "assets/destroyer.svg");
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SDL_Texture* bgTexture = IMG_LoadTexture(renderer, "assets/background.png");
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main_sdl_session.window =
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SDL_CreateWindow("Naval Swarm", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
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SDL_Renderer *renderer =
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SDL_CreateRenderer(main_sdl_session.window, "gpu,vulcan");
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// Initialize player
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Entity destroyer;
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destroyer.texture = spriteSheet;
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destroyer.position = {WORLD_WIDTH/2.0f, WORLD_HEIGHT/2.0f, 58.0f, 512.0f};
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destroyer.srcRect = {0, 0, 58, 512}; // Static source rectangle
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destroyer.Angle = 0;
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// Load textures
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SDL_Texture *bgTexture = IMG_LoadTexture(renderer, "assets/background.png");
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// Initialize camera
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Camera camera;
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bool running = true;
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Uint64 lastFrameTime = SDL_GetTicksNS();
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float deltaTime = 0.0f;
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// Initialize player
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Entity destroyer;
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while (running) {
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const Uint64 frameStart = SDL_GetTicksNS();
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init_entity(destroyer, renderer, "ship", "destroyer");
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// Event handling
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT) running = false;
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}
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destroyer.position = {WORLD_WIDTH / 2.0f, WORLD_HEIGHT / 2.0f,
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static_cast<float>(destroyer.srcRect.w),
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static_cast<float>(destroyer.srcRect.h)};
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// Input handling
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const bool* keystate = SDL_GetKeyboardState(NULL);
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// Initialize camera
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Camera camera;
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bool running = true;
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Uint64 lastFrameTime = SDL_GetTicksNS();
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float deltaTime = 0.0f;
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// Toggle camera mode with C key
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static Uint32 lastToggle = 0;
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if (keystate[SDL_SCANCODE_C] && (SDL_GetTicks() - lastToggle > 200)) {
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camera.followPlayer = !camera.followPlayer;
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lastToggle = SDL_GetTicks();
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}
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time_t start_time = std::time(nullptr);
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// Player movement
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int moveX = keystate[SDL_SCANCODE_RIGHT] - keystate[SDL_SCANCODE_LEFT];
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int moveY = keystate[SDL_SCANCODE_DOWN] - keystate[SDL_SCANCODE_UP];
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while (running) {
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const Uint64 frameStart = SDL_GetTicksNS();
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// There is propably more eficient way to do this
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switch (moveX) {
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case 1:
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switch (moveY) {
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case 1:
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destroyer.Angle = 135;
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break;
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case -1:
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destroyer.Angle = 45;
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break;
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default:
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destroyer.Angle = 90;
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}
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break;
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case -1:
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switch (moveY) {
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case 1:
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destroyer.Angle = 225;
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break;
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case -1:
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destroyer.Angle = 315;
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break;
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default:
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destroyer.Angle = 270;
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}
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break;
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||||
default:
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switch (moveY) {
|
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case 1:
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destroyer.Angle = 180;
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break;
|
||||
case -1:
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destroyer.Angle = 0;
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break;
|
||||
}
|
||||
}
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destroyer.position.x += (float)moveX * destroyer.speed * deltaTime;
|
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destroyer.position.y += (float)moveY * destroyer.speed * deltaTime;
|
||||
// Event handling
|
||||
SDL_Event event;
|
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while (SDL_PollEvent(&event)) {
|
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if (event.type == SDL_EVENT_QUIT) {
|
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running = false;
|
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}
|
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if (event.type == SDL_EVENT_MOUSE_WHEEL) {
|
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float zoom_factor = (event.wheel.y > 0) ? 0.9f : 1.1f;
|
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camera.view.w *= zoom_factor;
|
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camera.view.h *= zoom_factor;
|
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|
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// Camera movement
|
||||
if (camera.followPlayer) {
|
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float targetX = destroyer.position.x + destroyer.position.w/2 - camera.view.w/2;
|
||||
float targetY = destroyer.position.y + destroyer.position.h/2 - camera.view.h/2;
|
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camera.view.x += (targetX - camera.view.x) * camera.smoothness;
|
||||
camera.view.y += (targetY - camera.view.y) * camera.smoothness;
|
||||
} else {
|
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float camMoveX = keystate[SDL_SCANCODE_L] - keystate[SDL_SCANCODE_J];
|
||||
float camMoveY = keystate[SDL_SCANCODE_K] - keystate[SDL_SCANCODE_I];
|
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camera.view.x += camMoveX * camera.speed * deltaTime;
|
||||
camera.view.y += camMoveY * camera.speed * deltaTime;
|
||||
}
|
||||
|
||||
// World bounds
|
||||
destroyer.position.x = SDL_clamp(destroyer.position.x, 0.0f, WORLD_WIDTH - destroyer.position.w);
|
||||
destroyer.position.y = SDL_clamp(destroyer.position.y, 0.0f, WORLD_HEIGHT - destroyer.position.h);
|
||||
camera.view.x = SDL_clamp(camera.view.x, 0.0f, WORLD_WIDTH - camera.view.w);
|
||||
camera.view.y = SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
|
||||
|
||||
//ANIMATION HERE
|
||||
|
||||
// Rendering
|
||||
SDL_SetRenderDrawColor(renderer, 30, 30, 45, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Draw background
|
||||
if (bgTexture) {
|
||||
SDL_FRect bgDest = { -camera.view.x, -camera.view.y, WORLD_WIDTH, WORLD_HEIGHT };
|
||||
SDL_RenderTexture(renderer, bgTexture, NULL, &bgDest);
|
||||
}
|
||||
|
||||
// Draw player (simplified without animation)
|
||||
SDL_FRect srcFRect;
|
||||
SDL_RectToFRect(&destroyer.srcRect, &srcFRect);
|
||||
SDL_FRect destRect = {
|
||||
destroyer.position.x - camera.view.x,
|
||||
destroyer.position.y - camera.view.y,
|
||||
destroyer.position.w,
|
||||
destroyer.position.h
|
||||
// Zoom towards mouse position
|
||||
SDL_FPoint mouse_world_pos = {
|
||||
camera.view.x + event.wheel.mouse_x,
|
||||
camera.view.y + event.wheel.mouse_y
|
||||
};
|
||||
SDL_RenderTextureRotated(renderer, destroyer.texture, &srcFRect, &destRect, destroyer.Angle, nullptr, SDL_FLIP_NONE);
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
// Frame timing (unchanged)
|
||||
const Uint64 frameTime = SDL_GetTicksNS() - frameStart;
|
||||
if (frameTime < TARGET_FRAME_TIME_NS) {
|
||||
const Uint64 sleepTime = TARGET_FRAME_TIME_NS - frameTime;
|
||||
SDL_DelayNS(sleepTime - 2'000'000);
|
||||
while (SDL_GetTicksNS() - frameStart < TARGET_FRAME_TIME_NS) {}
|
||||
|
||||
camera.view.x = mouse_world_pos.x - (event.wheel.mouse_x * zoom_factor);
|
||||
camera.view.y = mouse_world_pos.y - (event.wheel.mouse_y * zoom_factor);
|
||||
}
|
||||
if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
||||
// Check specific button (e.g., left mouse button)
|
||||
if (event.button.button == SDL_BUTTON_LEFT) {
|
||||
std::clog << "Left mouse clicked at ("
|
||||
<< std::fixed << std::setprecision(1) << event.button.x << ", " << event.button.y << ")\n"
|
||||
<< "Camera position: (" << camera.view.x << ", " << camera.view.y << ")\n"
|
||||
<< "Target position: (" << (camera.view.x + event.button.x) << ", "
|
||||
<< (camera.view.y + event.button.y) << ")\ntime since start: " << (std::time(nullptr) - start_time) << "\n";
|
||||
destroyer.Tposition.x = camera.view.x + event.button.x;
|
||||
destroyer.Tposition.y = camera.view.y + event.button.y;
|
||||
destroyer.gotoT = true;
|
||||
}
|
||||
|
||||
deltaTime = (SDL_GetTicksNS() - lastFrameTime) / 1e9f;
|
||||
lastFrameTime = SDL_GetTicksNS();
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
SDL_DestroyTexture(spriteSheet);
|
||||
SDL_DestroyTexture(bgTexture);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
// Input handling
|
||||
const bool *keystate = SDL_GetKeyboardState(NULL);
|
||||
|
||||
// Toggle camera mode with C key
|
||||
static Uint32 lastToggle = 0;
|
||||
if (keystate[SDL_SCANCODE_C] && (SDL_GetTicks() - lastToggle > 200)) {
|
||||
camera.followPlayer = !camera.followPlayer;
|
||||
lastToggle = SDL_GetTicks();
|
||||
}
|
||||
|
||||
//DEBUG
|
||||
if (keystate[SDL_SCANCODE_B] && (SDL_GetTicks() - lastToggle > 200)) {
|
||||
std::clog << "x: " << destroyer.position.x << " y: " << destroyer.position.y << "\n";
|
||||
}
|
||||
if (keystate[SDL_SCANCODE_O] && (SDL_GetTicks() - lastToggle > 200)) {
|
||||
|
||||
destroyer.position.x = 0;
|
||||
destroyer.position.y = 0;
|
||||
}
|
||||
|
||||
// Player movement
|
||||
int moveX = keystate[SDL_SCANCODE_RIGHT] - keystate[SDL_SCANCODE_LEFT];
|
||||
int moveY = keystate[SDL_SCANCODE_DOWN] - keystate[SDL_SCANCODE_UP];
|
||||
|
||||
// There is propably more eficient way to do this
|
||||
switch (moveX) {
|
||||
case 1:
|
||||
switch (moveY) {
|
||||
case 1:
|
||||
destroyer.angle = 135;
|
||||
break;
|
||||
case -1:
|
||||
destroyer.angle = 45;
|
||||
break;
|
||||
default:
|
||||
destroyer.angle = 90;
|
||||
}
|
||||
break;
|
||||
case -1:
|
||||
switch (moveY) {
|
||||
case 1:
|
||||
destroyer.angle = 225;
|
||||
break;
|
||||
case -1:
|
||||
destroyer.angle = 315;
|
||||
break;
|
||||
default:
|
||||
destroyer.angle = 270;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
switch (moveY) {
|
||||
case 1:
|
||||
destroyer.angle = 180;
|
||||
break;
|
||||
case -1:
|
||||
destroyer.angle = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float step = destroyer.speed * deltaTime;
|
||||
destroyer.position.x += (float)moveX * step;
|
||||
destroyer.position.y += (float)moveY * step;
|
||||
|
||||
if (destroyer.gotoT) {
|
||||
float dx = destroyer.Tposition.x - destroyer.Central_position().x;
|
||||
float dy = destroyer.Tposition.y - destroyer.Central_position().y;
|
||||
|
||||
if(dx != 0 && dy != 0) {
|
||||
destroyer.angle = std::atan2(dy, dx) * 180 / M_PI + 90;
|
||||
}
|
||||
|
||||
float distance = std::sqrt(dx * dx + dy * dy);
|
||||
if (distance > 0) {
|
||||
dx /= distance;
|
||||
dy /= distance;
|
||||
|
||||
if (distance <= step) {
|
||||
destroyer.Central_position(destroyer.Tposition.x,
|
||||
destroyer.Tposition.y);
|
||||
|
||||
} else {
|
||||
destroyer.position.x += dx * step;
|
||||
destroyer.position.y += dy * step;
|
||||
}
|
||||
|
||||
} else {
|
||||
destroyer.gotoT = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Camera handling
|
||||
camera.view.w = SCREEN_WIDTH / camera.zoom;
|
||||
camera.view.h = SCREEN_HEIGHT / camera.zoom;
|
||||
|
||||
if (camera.followPlayer) {
|
||||
float targetX =
|
||||
destroyer.position.x + destroyer.position.w / 2 - camera.view.w / 2;
|
||||
float targetY =
|
||||
destroyer.position.y + destroyer.position.h / 2 - camera.view.h / 2;
|
||||
camera.view.x += (targetX - camera.view.x) * camera.smoothness;
|
||||
camera.view.y += (targetY - camera.view.y) * camera.smoothness;
|
||||
} else {
|
||||
float camMoveX = keystate[SDL_SCANCODE_D] - keystate[SDL_SCANCODE_A];
|
||||
float camMoveY = keystate[SDL_SCANCODE_S] - keystate[SDL_SCANCODE_W];
|
||||
camera.view.x += camMoveX * camera.speed * deltaTime;
|
||||
camera.view.y += camMoveY * camera.speed * deltaTime;
|
||||
}
|
||||
|
||||
// World bounds
|
||||
destroyer.position.x = SDL_clamp(destroyer.position.x, 0.0f,
|
||||
WORLD_WIDTH - destroyer.position.w);
|
||||
destroyer.position.y = SDL_clamp(destroyer.position.y, 0.0f,
|
||||
WORLD_HEIGHT - destroyer.position.h);
|
||||
|
||||
camera.view.w = SDL_clamp(camera.view.w, SCREEN_WIDTH * camera.zoom, SCREEN_WIDTH * 4.0f);
|
||||
camera.view.h = SDL_clamp(camera.view.h,SCREEN_HEIGHT * camera.zoom,SCREEN_HEIGHT * 4.0f);
|
||||
camera.view.x = SDL_clamp(camera.view.x, 0.0f, WORLD_WIDTH - camera.view.w);
|
||||
camera.view.y = SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
|
||||
|
||||
// ANIMATION HERE
|
||||
|
||||
// Rendering
|
||||
SDL_SetRenderDrawColor(renderer, 30, 30, 45, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Draw background
|
||||
if (bgTexture) {
|
||||
SDL_FRect bgDest = {-camera.view.x, -camera.view.y, WORLD_WIDTH,
|
||||
WORLD_HEIGHT};
|
||||
SDL_RenderTexture(renderer, bgTexture, NULL, &bgDest);
|
||||
}
|
||||
|
||||
// Draw player (simplified without animation)
|
||||
SDL_FRect srcFRect;
|
||||
SDL_RectToFRect(&destroyer.srcRect, &srcFRect);
|
||||
SDL_FRect destRect = {destroyer.position.x - camera.view.x,
|
||||
destroyer.position.y - camera.view.y,
|
||||
destroyer.position.w, destroyer.position.h};
|
||||
SDL_RenderTextureRotated(renderer, destroyer.texture, &srcFRect, &destRect,
|
||||
destroyer.angle, nullptr, SDL_FLIP_NONE);
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
// Frame timing (unchanged)
|
||||
const Uint64 frameTime = SDL_GetTicksNS() - frameStart;
|
||||
if (frameTime < TARGET_FRAME_TIME_NS) {
|
||||
const Uint64 sleepTime = TARGET_FRAME_TIME_NS - frameTime;
|
||||
SDL_DelayNS(sleepTime - 2'000'000);
|
||||
while (SDL_GetTicksNS() - frameStart < TARGET_FRAME_TIME_NS) {
|
||||
}
|
||||
}
|
||||
|
||||
deltaTime = (SDL_GetTicksNS() - lastFrameTime) / 1e9f;
|
||||
lastFrameTime = SDL_GetTicksNS();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
SDL_DestroyTexture(bgTexture);
|
||||
GeneralCleanUp();
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
#include <vector>
|
||||
#include "types.hpp"
|
||||
|
||||
#ifndef MAIN_NS
|
||||
#define MAIN_NS
|
||||
|
||||
extern std::vector<Entity*> loaded_entities;
|
||||
extern sdl_session main_sdl_session;
|
||||
|
||||
#endif
|
||||
+105
-42
@@ -1,46 +1,109 @@
|
||||
#include "const.hpp"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <iostream>
|
||||
#include <optional>
|
||||
#include <cmath>
|
||||
|
||||
struct Angle360 {
|
||||
private:
|
||||
int value{0};
|
||||
|
||||
void normalize() {
|
||||
value %= 360;
|
||||
if (value < 0) value += 360; // Handle negative values
|
||||
}
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Angle360(int val = 0) : value(val) { normalize(); }
|
||||
|
||||
// Assignment operator
|
||||
Angle360& operator=(int val) {
|
||||
value = val;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Compound assignment
|
||||
Angle360& operator+=(int rhs) {
|
||||
value += rhs;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
Angle360& operator-=(int rhs) {
|
||||
value -= rhs;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Type conversion
|
||||
operator int() const { return value; }
|
||||
|
||||
// Stream output
|
||||
friend std::ostream& operator<<(std::ostream& os, const Angle360& a) {
|
||||
return os << a.value;
|
||||
}
|
||||
};
|
||||
|
||||
#ifndef TYPES_NS
|
||||
#define TYPES_NS
|
||||
|
||||
struct Angle {
|
||||
private:
|
||||
float value{0};
|
||||
|
||||
void normalize() {
|
||||
value = std::fmod(value, 360);
|
||||
if (value < 0)
|
||||
value += 360; // Handle negative values
|
||||
}
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Angle(int val = 0) : value(val) { normalize(); }
|
||||
|
||||
// Assignment operator
|
||||
Angle &operator=(int val) {
|
||||
value = val;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Compound assignment
|
||||
Angle &operator+=(int rhs) {
|
||||
value += rhs;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
Angle &operator-=(int rhs) {
|
||||
value -= rhs;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Type conversion
|
||||
operator int() const { return value; }
|
||||
|
||||
// Stream output
|
||||
friend std::ostream &operator<<(std::ostream &os, const Angle &a) {
|
||||
return os << a.value;
|
||||
}
|
||||
};
|
||||
|
||||
struct basic_cords {
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
struct Entity {
|
||||
SDL_FRect position;
|
||||
SDL_FRect Tposition;
|
||||
bool gotoT = false;
|
||||
SDL_Texture *texture;
|
||||
SDL_Rect srcRect;
|
||||
float speed;
|
||||
Angle angle = 0;
|
||||
|
||||
basic_cords Central_position(std::optional<float> x = std::nullopt,
|
||||
std::optional<float> y = std::nullopt) {
|
||||
if (x != std::nullopt) {
|
||||
position.x = *x - position.w / 2;
|
||||
}
|
||||
if (y != std::nullopt) {
|
||||
position.y = *y - position.h / 2;
|
||||
}
|
||||
|
||||
return {position.x + position.w / 2, position.y + position.h / 2};
|
||||
}
|
||||
};
|
||||
|
||||
struct Camera {
|
||||
SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
|
||||
|
||||
basic_cords Center_of_view(std::optional<float> x = std::nullopt,
|
||||
std::optional<float> y = std::nullopt) {
|
||||
if (x != std::nullopt) {
|
||||
view.x = *x - view.w / 2;
|
||||
}
|
||||
if (y != std::nullopt) {
|
||||
view.y = *y - view.h / 2;
|
||||
}
|
||||
|
||||
return {view.x + view.w / 2, view.y + view.h / 2};
|
||||
}
|
||||
|
||||
bool followPlayer = false;
|
||||
float speed = 500.0f;
|
||||
float smoothness = 0.1f;
|
||||
float zoom = 1.0f;
|
||||
float minZoom = 0.5f;
|
||||
float maxZoom = 3.0f;
|
||||
float zoomSpeed = 0.1f;
|
||||
};
|
||||
|
||||
struct sdl_session {
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
};
|
||||
#endif
|
||||
Reference in New Issue
Block a user