This commit is contained in:
Alfie King 2025-05-06 15:08:30 +01:00
commit e2e27c3677
23 changed files with 863 additions and 0 deletions

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.gitignore vendored Normal file
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.vscode
build

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assets/fonts/C64.ttf Normal file

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include/engine.h Normal file
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#include "input.h"
#include "text.h"
#include "sprite.h"
#include "vector.h"
#include <SDL.h>
#include <string>
#include <vector>
#include "sound.h"
class Engine
{
private:
const char* ctitle;
int frameStart = 0;
bool soundInitialized = false;
public:
Input input;
int targetFrameRate = 60;
SDL_Window *window;
SDL_Renderer *renderer;
Engine(std::string title, int width, int height);
void initSound();
void clear(SDL_Color color);
void startFrame();
void render();
void update();
~Engine();
};

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include/input.h Normal file
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#include <SDL.h>
#include <map>
#include <string>
struct Controller
{
SDL_GameController* controller;
std::string name;
std::map<Uint8, bool> buttons;
Sint16 leftStickX = 0;
Sint16 leftStickY = 0;
Sint16 rightStickX = 0;
Sint16 rightStickY = 0;
Sint16 leftTrigger = 0;
Sint16 rightTrigger = 0;
};
struct Mouse
{
int x;
int y;
int wheel;
std::map<int, bool> buttons;
};
class Input
{
private:
SDL_Event event;
public:
bool exit;
std::map<int, Controller> controllers;
std::map<SDL_Keycode, bool> activeKeys;
Mouse mouse;
Input();
void update();
};

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include/sound.h Normal file
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#include <SDL_mixer.h>
class Music
{
private:
Mix_Music* music;
public:
Music(const char* path);
void play(int loops = -1);
void pause();
void stop();
void resume();
void setVolume(int volume);
~Music();
};
class Effect
{
private:
Mix_Chunk* effect;
public:
Effect(const char* path);
void setVolume(int volume);
void play(int loops = 0, int channel = -1);
~Effect();
};

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include/sprite.h Normal file
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#include <SDL.h>
#include <map>
#include <string>
#include <vector>
#include "vector.h"
#pragma once
class Sprite
{
private:
std::map<std::string, SDL_Rect> frames;
SDL_Surface* surface;
SDL_Texture* Texture;
int_vec2 size;
public:
SDL_Rect dstrect;
int_vec2 scale = { 1, 1 };
double angle = 0;
Sprite(SDL_Renderer* renderer, SDL_Surface* surface);
void draw(SDL_Renderer* renderer, std::string frame, bool autoRect = true, SDL_RendererFlip flip = SDL_FLIP_NONE);
void addFrame(std::string name, SDL_Rect rect);
void move(int_vec2 position);
void setPos(int_vec2 position);
int_vec2 getSize(std::string frame);
void autorect(std::string frame);
~Sprite();
};
class Animation
{
private:
std::vector<std::string> frames;
Sprite* sprite;
int currentFrame = 0;
int frameDuration = 0;
int frameCounter = 0;
std::string currentFrameName;
int frameIndex = 0;
int frameDirection = 1;
public:
bool loop = true;
bool pingpong = false;
Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int frameDuration);
void update();
void reset(bool ifFinish = false);
void draw(SDL_Renderer* renderer, bool autoRect = true, bool flip = false);
};
class AnimationManager
{
private:
std::map<std::string, Animation*> animations;
std::map<std::string, bool> flip;
std::map<std::string, bool> autoRect;
std::string currentAnimation;
Sprite* sprite;
public:
AnimationManager(Sprite* sprite);
void addAnimation(std::string name, std::map<std::string, SDL_Rect> animation, int frameDuration = 10, bool flip = false, bool autoRect = true, bool loop = true, bool pingpong = false);
void setAnimation(std::string name);
void update();
void play(std::string name);
void draw(SDL_Renderer* renderer);
};

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#include <SDL.h>
#include <SDL_ttf.h>
#include <string>
class Text
{
private:
SDL_Surface* surface;
SDL_Texture* texture;
TTF_Font* font;
SDL_Color color;
SDL_Rect* rect;
public:
Text(std::string font, int size, SDL_Color color);
~Text();
void update(std::string text, SDL_Renderer* renderer);
void draw(SDL_Renderer* renderer, int x, int y);
};

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include/vector.h Normal file
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// prevent multiple inclusion
#pragma once
// class for 2D float vector
class float_vec2
{
// public members
public:
// x and y coordinates
float x, y;
// operator functions
float_vec2 operator+(float_vec2 vec)
{
return { x + vec.x, y + vec.y };
}
float_vec2 operator*(float v)
{
return { x * v, y * v };
}
float_vec2 operator*(float_vec2 vec)
{
return { x * vec.x, y * vec.y };
}
float_vec2 operator-(float_vec2 vec)
{
return { x - vec.x, y - vec.y };
}
float_vec2 operator-(float v)
{
return { x - v, y - v };
}
};
// class for 2D integer vector
class int_vec2
{
// public members
public:
// x and y coordinates
int x, y;
// operator functions
int_vec2 operator+(int_vec2 vec)
{
return { x + vec.x, y + vec.y };
}
int_vec2 operator*(int v)
{
return { x * v, y * v };
}
int_vec2 operator*(int_vec2 vec)
{
return { x * vec.x, y * vec.y };
}
int_vec2 operator-(int_vec2 vec)
{
return { x - vec.x, y - vec.y };
}
};

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makefile Normal file
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CXX = g++
LDFLAGS = `sdl2-config --libs` -l SDL2_ttf -l SDL2_mixer
CXXFLAGS = `sdl2-config --cflags` -pedantic -O2 -std=c++17 -lX11 -lstdc++fs -I include
SRC = $(wildcard src/*.cpp)
OBJ = $(addprefix build/, $(notdir $(SRC:.cpp=.o)))
TARGET = build/x86_64/main.x86_64
all: clean dirs $(TARGET)
dirs:
@mkdir -p build/x86_64
$(TARGET): $(OBJ)
$(CXX) -o $@ $^ $(LDFLAGS)
build/%.o: src/%.cpp
$(CXX) -c -o $@ $< $(CXXFLAGS)
clean:
@rm -f $(OBJ) $(TARGET)

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src/engine.cpp Normal file
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#include "engine.h"
Engine::Engine(std::string title, int width, int height)
{
// convert title to char*
ctitle = title.c_str();
// Initialize SDL and TFF;
TTF_Init();
SDL_Init(SDL_INIT_EVERYTHING);
// Create window and renderer
window = SDL_CreateWindow(ctitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
}
void Engine::initSound()
{
// Initialize sound
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048);
soundInitialized = true;
}
void Engine::clear(SDL_Color color)
{
// Set color
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
// Clear screen
SDL_RenderClear(renderer);
}
void Engine::startFrame()
{
// Start frame
frameStart = SDL_GetTicks();
}
void Engine::render()
{
// Render screen
SDL_RenderPresent(renderer);
if (1000 / targetFrameRate > SDL_GetTicks() - frameStart)
{
SDL_Delay(1000 / targetFrameRate - (SDL_GetTicks() - frameStart));
}
}
void Engine::update()
{
// Update input
input.update();
}
Engine::~Engine()
{
// Free renderer and window
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
// If sound is initialized, quit Mix
if (soundInitialized)
{
Mix_Quit();
}
// Quit SDL and TTF
SDL_Quit();
TTF_Quit();
}

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#include "input.h"
Input::Input()
{
SDL_Init(SDL_INIT_JOYSTICK);
exit = false;
}
void Input::update()
{
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_CONTROLLERBUTTONDOWN:
controllers[event.cbutton.which].buttons[event.cbutton.button] = true;
break;
case SDL_CONTROLLERBUTTONUP:
controllers[event.cbutton.which].buttons[event.cbutton.button] = false;
break;
case SDL_MOUSEBUTTONDOWN:
mouse.buttons[event.button.button] = true;
break;
case SDL_MOUSEBUTTONUP:
mouse.buttons[event.button.button] = false;
break;
case SDL_KEYDOWN:
activeKeys[event.key.keysym.sym] = true;
break;
case SDL_KEYUP:
activeKeys.erase(event.key.keysym.sym);
break;
case SDL_CONTROLLERDEVICEADDED:
controllers[SDL_NumJoysticks() - 1] = {
SDL_GameControllerOpen(SDL_NumJoysticks() - 1),
SDL_GameControllerName(SDL_GameControllerOpen(SDL_NumJoysticks() - 1))
};
printf("Controller added: %s\n", controllers[SDL_NumJoysticks() - 1].name.c_str());
break;
case SDL_QUIT:
exit = true;
break;
}
for (auto& controller : controllers)
{
controller.second.leftStickX = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_LEFTX);
controller.second.leftStickY = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_LEFTY);
controller.second.rightStickX = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_RIGHTX);
controller.second.rightStickY = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_RIGHTY);
controller.second.leftTrigger = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
controller.second.rightTrigger = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
}
SDL_GetMouseState(&mouse.x, &mouse.y);
mouse.wheel = event.wheel.y;
}
}

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#include "engine.h"
#include <time.h>
SDL_Surface* background;
SDL_Surface* pipe;
SDL_Surface* ground;
SDL_Surface* bird;
Effect* flapSound;
Effect* hitSound;
Effect* pointSound;
Effect* dieSound;
Engine *engine;
int random(int min, int max)
{
return rand() % (max - min + 1) + min;
}
void quit()
{
delete engine;
SDL_FreeSurface(background);
SDL_FreeSurface(pipe);
SDL_FreeSurface(ground);
SDL_FreeSurface(bird);
return;
}
int main(int argc, char* argv[])
{
srand(time(NULL));
engine = new Engine("Flappy Bird", 288, 512);
engine->initSound();
engine->targetFrameRate = 60;
background = SDL_LoadBMP("assets/sprites/background.bmp");
pipe = SDL_LoadBMP("assets/sprites/pipe.bmp");
ground = SDL_LoadBMP("assets/sprites/ground.bmp");
bird = SDL_LoadBMP("assets/sprites/bird.bmp");
Text* scoreText = new Text("assets/fonts/C64.ttf", 24, { 255, 255, 255, 255 });
flapSound = new Effect("assets/sounds/wing.wav");
hitSound = new Effect("assets/sounds/hit.wav");
pointSound = new Effect("assets/sounds/point.wav");
dieSound = new Effect("assets/sounds/die.wav");
flapSound->setVolume(50);
hitSound->setVolume(50);
pointSound->setVolume(50);
dieSound->setVolume(50);
Sprite* backgroundSprite = new Sprite(engine->renderer, background);
backgroundSprite->addFrame("background", { 0, 0, 288, 512 });
Sprite* groundSprite = new Sprite(engine->renderer, ground);
groundSprite->addFrame("ground", { 0, 0, 336, 112 });
groundSprite->setPos({ 0, 400 });
Sprite* pipeSprite = new Sprite(engine->renderer, pipe);
pipeSprite->addFrame("pipe", { 0, 0, 52, 320 });
int groundSpeed = 1;
int groundPosx[2] = { 0, 336 };
int pipeSpeed = 1;
int pipeGap = 125;
int pipeSet1[2] = { 288, random(0, 320 - pipeGap) };
int pipeSet2[2] = { 288 + 144 + 26, random(0, 320 - pipeGap) };
Sprite* birdSprite = new Sprite(engine->renderer, bird);
AnimationManager* birdAnimations = new AnimationManager(birdSprite);
std::map<std::string, SDL_Rect> flap = {
{ "up", { 34*2, 0, 34, 24 } },
{ "mid", { 0, 0, 34, 24 } },
{ "down", { 34*1, 0, 34, 24 } },
};
std::map<std::string, SDL_Rect> idle = {
{ "mid", { 0, 0, 34, 24 } },
};
birdAnimations->addAnimation("flap", flap, 15, false, true, true, true);
birdAnimations->setAnimation("flap");
float birdAngle = 0;
float birdGravity = 0.2;
float birdVelocity = 0;
float birdJump = -3.5;
float birdY = 200;
bool dead = false;
int score = 0;
int jumpDelay = 0;
bool deathSoundPlayed = false;
int scoreCooldown = 0;
scoreText->update("0", engine->renderer);
while (true)
{
engine->startFrame();
engine->update();
if (engine->input.exit || engine->input.activeKeys[SDLK_ESCAPE])
{
quit();
}
birdVelocity += birdGravity;
if (engine->input.activeKeys[SDLK_SPACE] && !dead && jumpDelay == 0)
{
birdVelocity = birdJump;
flapSound->play();
jumpDelay = 10;
}
if (jumpDelay > 0)
{
jumpDelay--;
}
birdY += birdVelocity;
birdAngle = birdVelocity * 3;
engine->clear({ 0, 0, 0, 255 });
backgroundSprite->draw(engine->renderer, "background");
pipeSprite->setPos({ pipeSet1[0], pipeSet1[1] - 320 });
pipeSprite->draw(engine->renderer, "pipe", true, SDL_FLIP_VERTICAL);
pipeSprite->setPos({ pipeSet1[0], pipeSet1[1] + pipeGap });
pipeSprite->draw(engine->renderer, "pipe");
pipeSprite->setPos({ pipeSet2[0], pipeSet2[1] - 320 });
pipeSprite->draw(engine->renderer, "pipe", true, SDL_FLIP_VERTICAL);
pipeSprite->setPos({ pipeSet2[0], pipeSet2[1] + pipeGap });
pipeSprite->draw(engine->renderer, "pipe");
pipeSet1[0] -= pipeSpeed;
pipeSet2[0] -= pipeSpeed;
if (birdY >= 400 || birdY <= 0)
{
dead = true;
}
if (birdSprite->dstrect.x + birdSprite->dstrect.w >= pipeSet1[0] && birdSprite->dstrect.x <= pipeSet1[0] + 52)
{
if (birdSprite->dstrect.y <= pipeSet1[1] || birdSprite->dstrect.y + birdSprite->dstrect.h >= pipeSet1[1] + pipeGap)
{
dead = true;
}
}
if (birdSprite->dstrect.x + birdSprite->dstrect.w >= pipeSet2[0] && birdSprite->dstrect.x <= pipeSet2[0] + 52)
{
if (birdSprite->dstrect.y <= pipeSet2[1] || birdSprite->dstrect.y + birdSprite->dstrect.h >= pipeSet2[1] + pipeGap)
{
dead = true;
}
}
if (birdSprite->dstrect.x >= pipeSet1[0] + 26 - 24 && birdSprite->dstrect.x <= pipeSet1[0] + 26 - 24 + pipeSpeed && !dead && scoreCooldown == 0)
{
score++;
scoreCooldown = 5;
pointSound->play();
scoreText->update(std::to_string(score), engine->renderer);
}
if (birdSprite->dstrect.x >= pipeSet2[0] + 26 - 24 && birdSprite->dstrect.x <= pipeSet2[0] + 26 - 24 + pipeSpeed && !dead && scoreCooldown == 0)
{
score++;
scoreCooldown = 5;
pointSound->play();
scoreText->update(std::to_string(score), engine->renderer);
}
if (scoreCooldown > 0)
{
scoreCooldown--;
}
if (dead && !deathSoundPlayed)
{
pipeSpeed = 0;
groundSpeed = 0;
hitSound->play();
dieSound->play();
deathSoundPlayed = true;
}
if (pipeSet1[0] <= -52)
{
pipeSet1[0] = 288;
pipeSet1[1] = random(120, 320 - pipeGap);
}
if (pipeSet2[0] <= -52)
{
pipeSet2[0] = 288;
pipeSet2[1] = random(120, 320 - pipeGap);
}
birdSprite->angle = birdAngle;
birdSprite->setPos({ 50, (int)birdY });
birdAnimations->update();
birdAnimations->draw(engine->renderer);
for (int i = 0; i < 2; i++)
{
groundSprite->setPos({ groundPosx[i], 400 });
groundSprite->draw(engine->renderer, "ground");
groundPosx[i] -= groundSpeed;
if (groundPosx[i] <= -336)
{
groundPosx[i] = 336;
}
}
scoreText->draw(engine->renderer, 144, 50);
engine->render();
}
quit();
return 0;
}

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#include "sound.h"
Music::Music(const char* path)
{
music = Mix_LoadMUS(path);
}
void Music::play(int loops)
{
Mix_PlayMusic(music, loops);
}
void Music::pause()
{
Mix_PauseMusic();
}
void Music::stop()
{
Mix_HaltMusic();
}
void Music::resume()
{
Mix_ResumeMusic();
}
void Music::setVolume(int volume)
{
Mix_VolumeMusic(volume);
}
Music::~Music()
{
Mix_FreeMusic(music);
}
Effect::Effect(const char* path)
{
effect = Mix_LoadWAV(path);
}
void Effect::play(int loops, int channel)
{
Mix_PlayChannel(channel, effect, loops);
}
void Effect::setVolume(int volume)
{
Mix_VolumeChunk(effect, volume);
}
Effect::~Effect()
{
Mix_FreeChunk(effect);
}

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#include "sprite.h"
Sprite::Sprite(SDL_Renderer *renderer, SDL_Surface *surface)
{
Texture = SDL_CreateTextureFromSurface(renderer, surface);
dstrect = { 0, 0, surface->w, surface->h };
}
Sprite::~Sprite()
{
SDL_DestroyTexture(Texture);
}
void Sprite::draw(SDL_Renderer* renderer, std::string frame, bool autoRect, SDL_RendererFlip flip)
{
if (frames.find(frame) == frames.end())
{
printf("Frame not found\n");
return;
}
if (autoRect)
{
dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
}
SDL_SetTextureAlphaMod(Texture, 255);
dstrect.w *= scale.x;
dstrect.h *= scale.y;
SDL_RenderCopyEx(renderer, Texture, &frames[frame], &dstrect, angle, NULL, flip);
}
void Sprite::addFrame(std::string name, SDL_Rect rect)
{
frames[name] = rect;
}
void Sprite::setPos(int_vec2 position)
{
dstrect.x = position.x;
dstrect.y = position.y;
}
void Sprite::move(int_vec2 position)
{
dstrect.x += position.x;
dstrect.y += position.y;
}
int_vec2 Sprite::getSize(std::string frame)
{
size = { frames[frame].w, frames[frame].h };
return size;
}
void Sprite::autorect(std::string frame)
{
dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
}
Animation::Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int frameDuration)
{
this->sprite = sprite;
this->frameDuration = frameDuration;
for (auto const& x : frames)
{
this->frames.push_back(x.first);
this->sprite->addFrame(x.first, x.second);
}
currentFrameName = this->frames[0];
}
void Animation::update()
{
frameCounter++;
if (frameCounter >= frameDuration)
{
frameCounter = 0;
if (pingpong)
{
frameIndex += frameDirection;
if (frameIndex >= frames.size() - 1 || frameIndex <= 0)
{
if (!loop)
{
frameDirection = 0;
} else {
frameDirection *= -1;
}
}
}
else
{
frameIndex++;
if (frameIndex >= frames.size())
{
if (!loop)
{
frameIndex = frames.size() - 1;
} else {
frameIndex = 0;
}
}
}
currentFrameName = frames[frameIndex];
}
}
void Animation::reset(bool ifFinish)
{
if (ifFinish)
{
if (frameIndex == frames.size() - 1)
{
frameIndex = 0;
currentFrameName = frames[0];
}
} else {
frameIndex = 0;
currentFrameName = frames[0];
}
}
void Animation::draw(SDL_Renderer* renderer, bool autoRect, bool flip)
{
sprite->draw(renderer, currentFrameName, autoRect, flip ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE);
}
AnimationManager::AnimationManager(Sprite* sprite)
{
this->sprite = sprite;
}
void AnimationManager::addAnimation(std::string name, std::map<std::string, SDL_Rect> frames, int frameDuration, bool flip, bool autoRect, bool loop, bool pingpong)
{
animations[name] = new Animation(frames, sprite, frameDuration);
this->flip[name] = flip;
this->autoRect[name] = autoRect;
animations[name]->loop = loop;
animations[name]->pingpong = pingpong;
}
void autorect(std::string frame);
void AnimationManager::setAnimation(std::string name)
{
currentAnimation = name;
}
void AnimationManager::update()
{
animations[currentAnimation]->update();
}
void AnimationManager::draw(SDL_Renderer* renderer)
{
animations[currentAnimation]->draw(renderer, autoRect[currentAnimation], flip[currentAnimation]);
}
void AnimationManager::play(std::string name)
{
setAnimation(name);
animations[currentAnimation]->reset(true);
}

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#include "text.h"
Text::Text(std::string font, int size, SDL_Color color)
{
this->font = TTF_OpenFont(font.c_str(), size);
this->color = color;
rect = new SDL_Rect();
}
Text::~Text()
{
SDL_FreeSurface(surface);
SDL_DestroyTexture(texture);
TTF_CloseFont(font);
}
void Text::update(std::string text, SDL_Renderer* renderer)
{
surface = TTF_RenderText_Solid(font, text.c_str(), color);
texture = SDL_CreateTextureFromSurface(renderer, surface);
rect->w = surface->w;
rect->h = surface->h;
}
void Text::draw(SDL_Renderer* renderer, int x, int y)
{
rect->x = x - rect->w / 2;
rect->y = y - rect->h / 2;
SDL_RenderCopy(renderer, texture, NULL, rect);
}