Copy over pacman game
This commit is contained in:
parent
8062861808
commit
ef20432d9d
25 changed files with 682 additions and 29 deletions
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add_executable(01_main main.cpp)
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#include <iostream>
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int main() {
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std::cout << "Hello World\n";
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}
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add_executable(02_main main.cpp)
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#include <iostream>
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int main() {
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std::cout << "Hello World\n";
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}
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@ -1 +0,0 @@
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add_executable(11_main main.cpp)
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@ -1,4 +0,0 @@
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#include <iostream>
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int main() {
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std::cout << "Hello World\n";
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}
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@ -1,16 +1,14 @@
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if (NOT APPLE AND NOT WIN32)
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set(CMAKE_TOOLCHAIN_FILE toolchains/linux_clang_11.cmake)
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endif ()
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cmake_minimum_required(VERSION 3.10)
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project(modern_cpp C CXX)
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cmake_minimum_required(VERSION 3.17)
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project(pacman)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS NO)
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include_directories(include)
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# Download automatically, you can also just copy the conan.cmake file
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if (NOT EXISTS "${CMAKE_BINARY_DIR}/conan.cmake")
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message(STATUS "Downloading conan.cmake from https://github.com/conan-io/cmake-conan")
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file(DOWNLOAD "https://github.com/conan-io/cmake-conan/raw/v0.15/conan.cmake"
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"${CMAKE_BINARY_DIR}/conan.cmake")
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endif ()
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add_subdirectory(01_foundation)
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add_subdirectory(02_foundation)
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add_subdirectory(11_intermediate)
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set(CMAKE_MODULE_PATH ${CMAKE_BINARY_DIR}/src)
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add_subdirectory(src)
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45
README.md
45
README.md
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# modern_cpp_exercises
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Exercises for the TurtleSec training "Mod(C++)" - Foundation and Intermediate
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# Mod(C++) - Pac-Man Exercise
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## Ghosts
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This will probably become relevant https://en.wikipedia.org/wiki/Ghosts_(Pac-Man)
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This as well https://youtu.be/ataGotQ7ir8
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https://gameinternals.com/understanding-pac-man-ghost-behavior
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https://www.gamasutra.com/view/feature/3938/the_pacman_dossier.php?print=1
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## Windows Toolchain
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Visual Studio Community 2019 - latest (MSVC 19.28.29334.0)
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## Get Clion
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https://www.jetbrains.com/clion/download/download-thanks.html
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## Get Python 3
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https://docs.python.org/3/using/windows.html#the-full-installer
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## Get Conan
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pip3 install conan --upgrade
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## Conan on Linux
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Set this environment variable and Conan will tell you which packages you need to
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intall on Linux.
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CONAN_SYSREQUIRES_MODE=verify
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In case of link errors around sndio, try to uninstall this package and rebuild the conan cache:
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~~~
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sudo apt remove libsndio-dev*
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~~~
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https://bugzilla.libsdl.org/show_bug.cgi?id=5105
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## Currently does not work on windows - Get Clang
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Clang 10 works seamlessly with Conan (version 1.31.4) - with 11 you have to update your
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<userhome>/.conan/settings.yml file, add "11" to the list at "clang: version:"
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https://releases.llvm.org/download.html
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https://www.jetbrains.com/help/clion/quick-tutorial-on-configuring-clion-on-windows.html#clang-cl
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BIN
assets/maze.png
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BIN
assets/maze.png
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Binary file not shown.
After Width: | Height: | Size: 870 KiB |
BIN
assets/sprites32.png
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BIN
assets/sprites32.png
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Binary file not shown.
After Width: | Height: | Size: 4.9 KiB |
19
conanfile.py
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19
conanfile.py
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from conans import ConanFile, CMake
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class ConanDependencies(ConanFile):
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settings = "os", "compiler", "build_type", "arch"
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generators = "cmake", "cmake_find_package"
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default_options = {
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"sdl2_image:jpg": "libjpeg"
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}
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def requirements(self):
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self.requires("sdl2/2.0.9@bincrafters/stable")
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self.requires("sdl2_image/2.0.4@bincrafters/stable")
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def imports(self):
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self.copy("*.dll", dst="bin", src="bin")
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self.copy("*.dylib*", dst="bin", src="lib")
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self.copy('*.so*', dst='lib', src='lib')
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self.copy("license*", dst="licenses", folder=True, ignore_case=True)
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103
src/Board.cpp
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103
src/Board.cpp
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#include "Board.h"
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// Legend
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// 0 - wall
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// 1 - pellet
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// 2 - nothing
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// 3 - door
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// 4 - superpower
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// 16 pixels per square
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// Maze in pixels - width: 448 - height - 496
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static const uint8_t board[ROWS][COLUMNS] = {
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// 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, // 0
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{0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0}, // 1
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{0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0}, // 2
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{0,4,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,4,0}, // 3
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{0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0}, // 4
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{0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, // 5
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{0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0}, // 6
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{0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0}, // 7
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{0,1,1,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,1,1,0}, // 8
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{0,0,0,0,0,0,1,0,0,0,0,0,2,0,0,2,0,0,0,0,0,1,0,0,0,0,0,0}, // 9
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{0,0,0,0,0,0,1,0,0,0,0,0,2,0,0,2,0,0,0,0,0,1,0,0,0,0,0,0}, // 10
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{0,0,0,0,0,0,1,0,0,2,2,2,2,2,2,2,2,2,2,0,0,1,0,0,0,0,0,0}, // 11
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{0,0,0,0,0,0,1,0,0,2,0,0,0,3,3,0,0,0,2,0,0,1,0,0,0,0,0,0}, // 12
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{0,0,0,0,0,0,1,0,0,2,0,0,0,0,0,0,0,0,2,0,0,1,0,0,0,0,0,0}, // 13
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{3,2,2,2,2,2,1,2,2,2,0,0,0,0,0,0,0,0,2,2,2,1,2,2,2,2,2,3}, // 14
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{0,0,0,0,0,0,1,0,0,2,0,0,0,0,0,0,0,0,2,0,0,1,0,0,0,0,0,0}, // 15
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{0,0,0,0,0,0,1,0,0,2,0,0,0,0,0,0,0,0,2,0,0,1,0,0,0,0,0,0}, // 16
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{0,0,0,0,0,0,1,0,0,2,2,2,2,2,2,2,2,2,2,0,0,1,0,0,0,0,0,0}, // 17
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{0,0,0,0,0,0,1,0,0,2,0,0,0,0,0,0,0,0,2,0,0,1,0,0,0,0,0,0}, // 18
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{0,0,0,0,0,0,1,0,0,2,0,0,0,0,0,0,0,0,2,0,0,1,0,0,0,0,0,0}, // 19
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{0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0}, // 20
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{0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0}, // 21
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{0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0}, // 22
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{0,4,1,1,0,0,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,1,0,0,1,1,4,0}, // 23
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{0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0}, // 24
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{0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0}, // 25
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{0,1,1,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,1,1,0}, // 26
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{0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0}, // 27
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{0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0}, // 28
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{0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, // 29
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, // 30
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};
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Board::Board() {
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resetBoardState();
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}
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void Board::resetBoardState() {
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for (uint8_t row = 0; row < ROWS; row++)
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for (uint8_t column = 0; column < COLUMNS; column++)
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board_state[row][column] = board[row][column];
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}
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bool Board::isWalkable(Position point, float_t position_delta, Direction direction) const {
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switch (direction) {
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case Direction::LEFT:
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return board_state[int(point.y)][int(point.x - position_delta)] != 0;
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case Direction::RIGHT:
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return board_state[int(point.y)][int(point.x) + 1] != 0;
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case Direction::UP:
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return board_state[int(point.y - position_delta)][int(point.x)] != 0;
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case Direction::DOWN:
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return board_state[int(point.y) + 1][int(point.x)] != 0;
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case Direction::NONE:
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default: return true;
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}
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}
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SDL_Rect Board::pelletSprite() {
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return pellet;
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}
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SDL_Rect Board::superPelletSprite() {
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return super_pellet;
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}
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std::vector<SDL_Point> Board::pelletPositions() {
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std::vector<SDL_Point> positions;
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for (uint8_t row = 0; row < ROWS; row++) {
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for (uint8_t column = 0; column < COLUMNS; column++) {
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if (board_state[row][column] == 1)
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positions.push_back({column, row});
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}
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}
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return positions;
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}
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std::vector<SDL_Point> Board::superPelletPositions() {
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// Hard coded is probably better than this
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std::vector<SDL_Point> positions;
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for (uint8_t row = 0; row < ROWS; row++) {
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for (uint8_t column = 0; column < COLUMNS; column++) {
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if (board_state[row][column] == 4)
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positions.push_back({column, row});
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}
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}
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return positions;
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}
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35
src/Board.h
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35
src/Board.h
Normal file
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#ifndef PACMAN_BOARD_H
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#define PACMAN_BOARD_H
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#include "Direction.h"
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#include "Position.h"
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#include <SDL2/SDL_rect.h>
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#include <cstdint>
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#include <vector>
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const uint8_t ROWS = 31;
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const uint8_t COLUMNS = 28;
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class Board {
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public:
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Board();
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[[nodiscard]] bool isWalkable(Position point, float_t d, Direction direction) const;
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SDL_Rect pelletSprite();
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SDL_Rect superPelletSprite();
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std::vector<SDL_Point> pelletPositions();
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std::vector<SDL_Point> superPelletPositions();
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private:
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uint8_t board_state[ROWS][COLUMNS];
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const SDL_Rect super_pellet = {0*32, 9*32, 32, 32};
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const SDL_Rect pellet = {1*32, 9*32, 32, 32};
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void resetBoardState();
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};
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#endif //PACMAN_BOARD_H
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12
src/CMakeLists.txt
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12
src/CMakeLists.txt
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include(${CMAKE_BINARY_DIR}/conan.cmake)
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conan_add_remote(NAME bincrafters INDEX 1 URL https://api.bintray.com/conan/bincrafters/public-conan)
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conan_cmake_run(CONANFILE ../conanfile.py BASIC_SETUP CMAKE_TARGETS BUILD missing)
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find_package(sdl2 REQUIRED)
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find_package(sdl2_image REQUIRED)
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include_directories(${sdl2_INCLUDE_DIRS} ${sdl2_image_INCLUDE_DIRS})
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file(GLOB_RECURSE sources CONFIGURE_DEPENDS "*.cpp")
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add_executable(${PROJECT_NAME} ${sources})
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target_link_libraries(${PROJECT_NAME} sdl2::sdl2 sdl2_image::sdl2_image)
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12
src/Direction.h
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12
src/Direction.h
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#ifndef PACMAN_DIRECTION_H
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#define PACMAN_DIRECTION_H
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enum class Direction {
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NONE,
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LEFT,
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RIGHT,
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UP,
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DOWN
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};
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#endif //PACMAN_DIRECTION_H
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60
src/Game.cpp
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60
src/Game.cpp
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#include "Game.h"
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#include <SDL2/SDL.h>
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#include <chrono>
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Game::Game()
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: window(448*2, 496*2) {
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}
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auto Game::now() {
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return std::chrono::system_clock::now();
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}
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void Game::run() {
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InputState inputState;
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auto current_time = now();
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while (!inputState.close) {
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processEvents(inputState);
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auto time_delta = now() - current_time;
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auto milli_delta = std::chrono::duration_cast<std::chrono::milliseconds>(time_delta);
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pacMan.update(milli_delta, inputState, board);
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current_time += time_delta;
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window.update(pacMan, board);
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}
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}
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void Game::processEvents(InputState & inputState) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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inputState.close = true;
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break;
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case SDL_KEYDOWN:
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keyToggle(event, inputState, true);
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break;
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case SDL_KEYUP:
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keyToggle(event, inputState, false);
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break;
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||||
}
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}
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}
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void Game::keyToggle(const SDL_Event & event, InputState & inputState, bool on) {
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switch (event.key.keysym.sym) {
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case SDLK_UP:
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inputState.up = on;
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break;
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case SDLK_DOWN:
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inputState.down = on;
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break;
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case SDLK_LEFT:
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inputState.left = on;
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break;
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case SDLK_RIGHT:
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inputState.right = on;
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break;
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}
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}
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24
src/Game.h
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24
src/Game.h
Normal file
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#ifndef PACMAN_GAME_H
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#define PACMAN_GAME_H
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#include "Board.h"
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#include "GameWindow.h"
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#include "InputState.h"
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#include "PacMan.h"
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class Game {
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public:
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Game();
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void run();
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private:
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GameWindow window;
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PacMan pacMan;
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Board board;
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static void processEvents(InputState & inputState) ;
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static void keyToggle(const SDL_Event & event, InputState & inputState, bool on);
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[[nodiscard]] static auto now() ;
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};
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#endif //PACMAN_GAME_H
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149
src/GameWindow.cpp
Normal file
149
src/GameWindow.cpp
Normal file
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#include "GameWindow.h"
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#include "PacMan.h"
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||||
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||||
#include <SDL2/SDL_image.h>
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||||
#include <iostream>
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||||
#include <vector>
|
||||
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||||
GameWindow::GameWindow(int width, int height) {
|
||||
initSDL();
|
||||
initSDLImage();
|
||||
auto sdl_window = createWindow(width, height);
|
||||
auto sdl_renderer = createRenderer(sdl_window);
|
||||
createWindowSurface(sdl_window);
|
||||
setDrawColor(sdl_renderer);
|
||||
maze_texture = loadTexture(sdl_renderer, "../../../assets/maze.png");
|
||||
sprite_texture = loadTexture(sdl_renderer, "../../../assets/sprites32.png");
|
||||
}
|
||||
|
||||
void GameWindow::update(const PacMan & pacMan, Board board) {
|
||||
SDL_RenderClear(renderer.get());
|
||||
|
||||
renderMaze();
|
||||
renderBoard(board);
|
||||
renderPacMan(pacMan);
|
||||
|
||||
SDL_RenderPresent(renderer.get());
|
||||
}
|
||||
|
||||
void GameWindow::renderMaze() const {
|
||||
renderTexture(maze_texture.get(), nullptr, nullptr);
|
||||
}
|
||||
|
||||
void GameWindow::renderBoard(Board board) {
|
||||
renderPellets(board);
|
||||
renderSuperPellets(board);
|
||||
}
|
||||
|
||||
void GameWindow::renderSuperPellets(Board & board) const {
|
||||
SDL_Rect sprite_rect = board.superPelletSprite();
|
||||
std::vector<SDL_Point> superPelletPositions = board.superPelletPositions();
|
||||
for (const auto & pos : superPelletPositions) {
|
||||
SDL_Rect maze_rect = targetRect({ float_t(pos.x), float_t(pos.y) }, 16);
|
||||
renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
|
||||
}
|
||||
}
|
||||
|
||||
void GameWindow::renderPellets(Board & board) const {
|
||||
SDL_Rect sprite_rect = board.pelletSprite();
|
||||
std::vector<SDL_Point> pelletPositions = board.pelletPositions();
|
||||
for (const auto & pos : pelletPositions) {
|
||||
SDL_Rect maze_rect = targetRect({ float_t(pos.x), float_t(pos.y) }, 16);
|
||||
renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
|
||||
}
|
||||
}
|
||||
|
||||
void GameWindow::renderPacMan(const PacMan & pac_man) const {
|
||||
Position maze_position = pac_man.currentPosition();
|
||||
SDL_Rect maze_rect = targetRect(maze_position, 16);
|
||||
SDL_Rect sprite_rect = pac_man.currentSprite();
|
||||
renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
|
||||
}
|
||||
|
||||
SDL_Rect GameWindow::targetRect(const Position & position, int pixel_increase) {
|
||||
int pixels = 32;
|
||||
int displacement = pixel_increase / 2;
|
||||
return {
|
||||
int(pixels * position.x) - displacement,
|
||||
int(pixels * position.y) - displacement,
|
||||
(pixels + pixel_increase),
|
||||
(pixels + pixel_increase)
|
||||
};
|
||||
}
|
||||
|
||||
void GameWindow::renderTexture(SDL_Texture * texture, SDL_Rect * texture_rect, SDL_Rect * target_rect) const {
|
||||
if (SDL_RenderCopy(renderer.get(), texture, texture_rect, target_rect) < 0)
|
||||
exitFailure("Failed to copy texture to renderer");
|
||||
}
|
||||
|
||||
void GameWindow::initSDL() {
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
|
||||
exitFailure("Failed to initialize the SDL2 library");
|
||||
}
|
||||
|
||||
void GameWindow::initSDLImage() {
|
||||
int img_flags = IMG_INIT_PNG;
|
||||
if (IMG_Init(img_flags) != img_flags)
|
||||
exitImgFailure("Failed to init SDL_Image with png");
|
||||
}
|
||||
|
||||
SDL_Window * GameWindow::createWindow(int width, int height) {
|
||||
window = std::unique_ptr<SDL_Window, SDL_Window_Deleter>(SDL_CreateWindow(
|
||||
"Pacman",
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
width,
|
||||
height,
|
||||
SDL_WINDOW_OPENGL));
|
||||
|
||||
if (!window)
|
||||
exitFailure("Failed to create window");
|
||||
|
||||
return window.get();
|
||||
}
|
||||
|
||||
SDL_Renderer * GameWindow::createRenderer(SDL_Window * sdl_window) {
|
||||
renderer = std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter>(SDL_CreateRenderer(
|
||||
sdl_window,
|
||||
-1,
|
||||
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
|
||||
|
||||
if (!renderer)
|
||||
exitFailure("Failed to create renderer");
|
||||
|
||||
return renderer.get();
|
||||
}
|
||||
|
||||
void GameWindow::createWindowSurface(SDL_Window * sdl_window) {
|
||||
window_surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(SDL_GetWindowSurface(sdl_window));
|
||||
if (!window_surface)
|
||||
exitFailure("Failed to get the surface from the window");
|
||||
}
|
||||
|
||||
void GameWindow::setDrawColor(SDL_Renderer * sdl_renderer) {
|
||||
if (SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, SDL_ALPHA_OPAQUE) < 0)
|
||||
exitFailure("Failed to set renderer color");
|
||||
}
|
||||
|
||||
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> GameWindow::loadTexture(SDL_Renderer * sdl_renderer, const std::string& path) {
|
||||
auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
|
||||
if (!surface)
|
||||
exitImgFailure("Failed to load image");
|
||||
|
||||
auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(SDL_CreateTextureFromSurface(sdl_renderer, surface.get()));
|
||||
if (!texture)
|
||||
exitFailure("Failed to create texture from surface");
|
||||
return texture;
|
||||
}
|
||||
|
||||
void GameWindow::exitFailure(const std::string& message) {
|
||||
std::cerr << message << "\n";
|
||||
std::cerr << "SDL2 Error: " << SDL_GetError() << "\n";
|
||||
exit(1);
|
||||
}
|
||||
|
||||
void GameWindow::exitImgFailure(const std::string& message) {
|
||||
std::cerr << message << "\n";
|
||||
std::cerr << "SDL2_Image Error: " << IMG_GetError() << "\n";
|
||||
exit(1);
|
||||
}
|
65
src/GameWindow.h
Normal file
65
src/GameWindow.h
Normal file
|
@ -0,0 +1,65 @@
|
|||
#ifndef PACMAN_GAMEWINDOW_H
|
||||
#define PACMAN_GAMEWINDOW_H
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "PacMan.h"
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
struct SDL_Window_Deleter {
|
||||
void operator()(SDL_Window * window) {
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
};
|
||||
|
||||
struct SDL_Renderer_Deleter {
|
||||
void operator()(SDL_Renderer * renderer) {
|
||||
SDL_DestroyRenderer(renderer);
|
||||
}
|
||||
};
|
||||
|
||||
struct SDL_Surface_Deleter {
|
||||
void operator()(SDL_Surface * surface) {
|
||||
SDL_FreeSurface(surface);
|
||||
}
|
||||
};
|
||||
|
||||
struct SDL_Texture_Deleter {
|
||||
void operator()(SDL_Texture * texture) {
|
||||
SDL_DestroyTexture(texture);
|
||||
}
|
||||
};
|
||||
|
||||
class PacMan;
|
||||
|
||||
class GameWindow {
|
||||
public:
|
||||
explicit GameWindow(int width, int height);
|
||||
void update(const PacMan & pacMan, Board board);
|
||||
|
||||
private:
|
||||
std::unique_ptr<SDL_Window, SDL_Window_Deleter> window;
|
||||
std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer;
|
||||
std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
|
||||
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
|
||||
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> sprite_texture;
|
||||
SDL_Window * createWindow(int width, int height);
|
||||
SDL_Renderer * createRenderer(SDL_Window * window);
|
||||
void createWindowSurface(SDL_Window * sdl_window);
|
||||
static void initSDL();
|
||||
static void initSDLImage();
|
||||
static void setDrawColor(SDL_Renderer * sdl_renderer);
|
||||
static void exitFailure(const std::string& message);
|
||||
static void exitImgFailure(const std::string& message);
|
||||
static std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> loadTexture(SDL_Renderer * sdl_renderer, const std::string& path);
|
||||
void renderMaze() const;
|
||||
void renderPacMan(const PacMan & pac_man) const;
|
||||
void renderBoard(Board board);
|
||||
void renderPellets(Board & board) const;
|
||||
void renderSuperPellets(Board & board) const;
|
||||
static SDL_Rect targetRect(const Position & position, int pixel_increase);
|
||||
void renderTexture(SDL_Texture * texture, SDL_Rect * texture_rect, SDL_Rect * target_rect) const;
|
||||
};
|
||||
|
||||
#endif //PACMAN_GAMEWINDOW_H
|
1
src/InputState.cpp
Normal file
1
src/InputState.cpp
Normal file
|
@ -0,0 +1 @@
|
|||
#include "InputState.h"
|
13
src/InputState.h
Normal file
13
src/InputState.h
Normal file
|
@ -0,0 +1,13 @@
|
|||
#ifndef PACMAN_INPUTSTATE_H
|
||||
#define PACMAN_INPUTSTATE_H
|
||||
|
||||
class InputState {
|
||||
public:
|
||||
bool close = false;
|
||||
bool up = false;
|
||||
bool down = false;
|
||||
bool left = false;
|
||||
bool right = false;
|
||||
};
|
||||
|
||||
#endif //PACMAN_INPUTSTATE_H
|
73
src/PacMan.cpp
Normal file
73
src/PacMan.cpp
Normal file
|
@ -0,0 +1,73 @@
|
|||
#include "PacMan.h"
|
||||
|
||||
PacMan::PacMan() :
|
||||
right_animation{right_wide, right_narrow, closed, right_narrow},
|
||||
left_animation{left_wide, left_narrow, closed, left_narrow},
|
||||
up_animation{up_wide, up_narrow, closed, up_narrow},
|
||||
down_animation{down_wide, down_narrow, closed, down_narrow} {
|
||||
}
|
||||
|
||||
SDL_Rect PacMan::currentSprite() const {
|
||||
switch (direction) {
|
||||
case Direction::NONE: return closed;
|
||||
case Direction::LEFT: return left_animation[animation_position];
|
||||
case Direction::RIGHT: return right_animation[animation_position];
|
||||
case Direction::UP: return up_animation[animation_position];
|
||||
case Direction::DOWN: return down_animation[animation_position];
|
||||
}
|
||||
}
|
||||
|
||||
Position PacMan::currentPosition() const {
|
||||
return pos;
|
||||
}
|
||||
|
||||
void PacMan::update(std::chrono::milliseconds time_delta, InputState state, const Board & board) {
|
||||
setDirection(state);
|
||||
updateAnimationPosition(time_delta);
|
||||
updateMazePosition(time_delta, board);
|
||||
}
|
||||
|
||||
void PacMan::setDirection(const InputState & state) {
|
||||
if (state.left)
|
||||
direction = Direction::LEFT;
|
||||
else if (state.right)
|
||||
direction = Direction::RIGHT;
|
||||
else if (state.up)
|
||||
direction = Direction::UP;
|
||||
else if (state.down)
|
||||
direction = Direction::DOWN;
|
||||
}
|
||||
|
||||
void PacMan::updateAnimationPosition(std::chrono::milliseconds time_delta) {
|
||||
animation_position_delta += (time_delta.count() / 100.0);
|
||||
animation_position = int(animation_position + animation_position_delta) % 4;
|
||||
animation_position_delta = (animation_position_delta < 1) ? animation_position_delta : (animation_position_delta - 1);
|
||||
}
|
||||
|
||||
void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Board & board) {
|
||||
float_t position_delta = (time_delta.count() / 128.0);
|
||||
|
||||
if (board.isWalkable(pos, position_delta, direction)) {
|
||||
switch (direction) {
|
||||
case Direction::NONE:
|
||||
break;
|
||||
case Direction::LEFT:
|
||||
pos.x -= position_delta;
|
||||
pos.y = floor(pos.y);
|
||||
break;
|
||||
case Direction::RIGHT:
|
||||
pos.x += position_delta;
|
||||
pos.y = floor(pos.y);
|
||||
break;
|
||||
case Direction::UP:
|
||||
pos.x = floor(pos.x);
|
||||
pos.y -= position_delta;
|
||||
break;
|
||||
case Direction::DOWN:
|
||||
pos.x = floor(pos.x);
|
||||
pos.y += position_delta;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
45
src/PacMan.h
Normal file
45
src/PacMan.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
#ifndef PACMAN_PACMAN_H
|
||||
#define PACMAN_PACMAN_H
|
||||
|
||||
#include "Board.h"
|
||||
#include "Direction.h"
|
||||
#include "InputState.h"
|
||||
#include "Position.h"
|
||||
|
||||
#include <SDL2/SDL_rect.h>
|
||||
#include <chrono>
|
||||
|
||||
class PacMan {
|
||||
public:
|
||||
PacMan();
|
||||
[[nodiscard]] SDL_Rect currentSprite() const;
|
||||
[[nodiscard]] Position currentPosition() const;
|
||||
|
||||
void update(std::chrono::milliseconds time_delta, InputState state, const Board & board);
|
||||
|
||||
private:
|
||||
|
||||
Direction direction = Direction::NONE;
|
||||
Position pos = {14, 23};
|
||||
const SDL_Rect right_wide = {0*32, 0, 32, 32};
|
||||
const SDL_Rect right_narrow = {1*32, 0, 32, 32};
|
||||
const SDL_Rect closed = {2*32, 0, 32, 32};
|
||||
const SDL_Rect left_narrow = {3*32, 0, 32, 32};
|
||||
const SDL_Rect left_wide = {4*32, 0, 32, 32};
|
||||
const SDL_Rect up_wide = {5*32, 0, 32, 32};
|
||||
const SDL_Rect up_narrow = {6*32, 0, 32, 32};
|
||||
const SDL_Rect down_wide = {7*32, 0, 32, 32};
|
||||
const SDL_Rect down_narrow = {8*32, 0, 32, 32};
|
||||
const SDL_Rect right_animation[4];
|
||||
const SDL_Rect left_animation[4];
|
||||
const SDL_Rect up_animation[4];
|
||||
const SDL_Rect down_animation[4];
|
||||
uint8_t animation_position = 0;
|
||||
float_t animation_position_delta = 0.0;
|
||||
|
||||
void setDirection(const InputState & state);
|
||||
void updateAnimationPosition(std::chrono::milliseconds time_delta);
|
||||
void updateMazePosition(std::chrono::milliseconds time_delta, const Board & board);
|
||||
};
|
||||
|
||||
#endif //PACMAN_PACMAN_H
|
11
src/Position.h
Normal file
11
src/Position.h
Normal file
|
@ -0,0 +1,11 @@
|
|||
#ifndef PACMAN_POSITION_H
|
||||
#define PACMAN_POSITION_H
|
||||
|
||||
#include <math.h>
|
||||
|
||||
struct Position {
|
||||
float_t x;
|
||||
float_t y;
|
||||
};
|
||||
|
||||
#endif //PACMAN_POSITION_H
|
7
src/main.cpp
Normal file
7
src/main.cpp
Normal file
|
@ -0,0 +1,7 @@
|
|||
#include "Game.h"
|
||||
|
||||
extern "C" int main([[maybe_unused]] int argc, [[maybe_unused]] char * argv[]) {
|
||||
Game game;
|
||||
game.run();
|
||||
return 0;
|
||||
}
|
Loading…
Reference in a new issue