thread stop clean up
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27
main.cpp
27
main.cpp
@@ -4,6 +4,7 @@
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#include <random>
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#include <raylib.h>
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#include "raymath.h"
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#include "rng.h"
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#include "spawner.h"
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#include "types.h"
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@@ -21,13 +22,23 @@ float level_bottom = level_height + padding;
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Rectangle walls[] = {};
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Player player;
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float player_width = 50;
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Player player = {
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{
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.x = level_width / 2 - player_width / 2,
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.y = level_height / 2 - player_width / 2,
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.width = player_width,
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.height = player_width,
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},
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3,
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-10,
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};
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auto player_speed = 5.0f;
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auto player_invulnerability = 1.0f;
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uint32_t score;
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Tear tears[100] = {};
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std::array<Tear, 100> tears;
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float tear_speed = 10;
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float tear_range = 300;
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float tear_radius = 10.0f;
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@@ -127,7 +138,7 @@ struct ItemSpawner final : Spawner<Item, 100> {
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}
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void spawn() override {
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const auto item_type = static_cast<ItemType>(Rng::generate(ItemType::ITEM_TYPE_COUNT));
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const auto item_type = static_cast<ItemType>(Rng::generate(ITEM_TYPE_COUNT));
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const auto x = Rng::generate(static_cast<int>(level_left), static_cast<int>(level_right));
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const auto y = Rng::generate(static_cast<int>(level_top), static_cast<int>(level_bottom));
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@@ -206,13 +217,6 @@ int main() {
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enemy_spawner.start();
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item_spawner.start();
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player.width = 50;
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player.height = 50;
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player.x = level_width / 2 - player.width / 2;
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player.y = level_height / 2 - player.height / 2;
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player.lives = 3;
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player.last_hit = -10;
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std::string score_text_buffer;
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score_text_buffer.reserve(64);
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@@ -335,7 +339,8 @@ int main() {
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const int text_left = static_cast<int>(level_left) + 10;
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DrawRectangle(level_left, static_cast<int>(level_height) - 110, 200, 110, {130, 130, 130, 100});
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DrawRectangle(static_cast<int>(level_left), static_cast<int>(level_height) - 110, 200, 110,
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{130, 130, 130, 100});
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std::format_to(std::back_inserter(score_text_buffer), "Score: {}", score);
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DrawText(score_text_buffer.c_str(), text_left, static_cast<int>(level_height) - 100, 20, BLACK);
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