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https://github.com/Nimac0/SDL_Minigame
synced 2026-01-13 12:33:42 +00:00
startscreen implemented
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BIN
assets/startscreen.png
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BIN
assets/startscreen.png
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After Width: | Height: | Size: 20 KiB |
138
src/Game.cpp
138
src/Game.cpp
@ -59,16 +59,58 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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return;
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return;
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}
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Texture* backgroundTexture = TextureManager::get().loadTexture("assets/startscreen.png");
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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SDL_Event event;
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bool hasQuit = false;
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while (!hasQuit)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_QUIT)
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{
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hasQuit = true;
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break;
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}
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if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
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{
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std::cout << "Enter pressed > Game start..." << std::endl;
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break;
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}
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if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
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{
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std::cout << "Escape pressed > Game quit..." << std::endl;
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hasQuit = true;
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}
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}
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}
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if (hasQuit)
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{
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this->isRunning = false;
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return;
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}
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this->isRunning = true;
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this->isRunning = true;
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map = new Map();
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map = new Map();
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map->loadMap("assets/SDL_map_test.txt", 25, 20);
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map->loadMap("assets/SDL_map_test.txt", 25, 20);
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//adding textures to the library in AssetManager
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//adding textures to the library in AssetManager
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assets->addTexture("player1", "assets/chicken_neutral_knight.png");
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assets->addTexture("player1", "assets/chicken_neutral_knight.png");
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assets->addTexture("player2", "assets/chicken_neutral.png");
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assets->addTexture("player2", "assets/chicken_neutral.png");
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assets->addTexture("bigEgg", "assets/bigger_egg.png");
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//assets->addTexture("bigEgg", "assets/bigger_egg.png"); // commented out cause png wasn't in assets
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//ecs implementation
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//ecs implementation
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@ -77,14 +119,14 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
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player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
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player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added
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player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added
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player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag)
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player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag)
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player.addComponent<HealthComponent>(5, &manager, true);
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player.addComponent<HealthComponent>(5, &manager, true);
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player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
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player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
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enemy.addComponent<TransformComponent>(600, 500, 2);
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enemy.addComponent<TransformComponent>(600, 500, 2);
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enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
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enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
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enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
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enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
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enemy.addComponent<ColliderComponent>("enemy");
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enemy.addComponent<ColliderComponent>("enemy");
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enemy.addComponent<HealthComponent>(5, &manager, false);
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enemy.addComponent<HealthComponent>(5, &manager, false);
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enemy.addGroup((size_t)GroupLabel::ENEMIES);
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enemy.addGroup((size_t)GroupLabel::ENEMIES);
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}
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}
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@ -129,52 +171,52 @@ void Game::update()
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}
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}
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}
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}
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//checking if projectiles hit player1 or player2
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//checking if projectiles hit player1 or player2
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for (auto& p : projectiles) {
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for (auto& p : projectiles) {
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if(SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
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if(SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
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&& (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) {
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&& (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) {
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//std::cout << "Enemy hit!";
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//std::cout << "Enemy hit!";
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p->getComponent<ColliderComponent>().removeCollision();
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p->getComponent<ColliderComponent>().removeCollision();
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p->destroy();
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p->destroy();
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enemy.getComponent<HealthComponent>().getDamage();
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enemy.getComponent<HealthComponent>().getDamage();
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//display updated health | pretty scuffed but works ig
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//display updated health | pretty scuffed but works ig
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for(auto h : hearts)
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for(auto h : hearts)
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h->destroy();
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h->destroy();
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player.getComponent<HealthComponent>().createAllHearts();
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player.getComponent<HealthComponent>().createAllHearts();
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enemy.getComponent<HealthComponent>().createAllHearts();
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enemy.getComponent<HealthComponent>().createAllHearts();
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if(enemy.getComponent<HealthComponent>().getHealth() < 1) {
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if(enemy.getComponent<HealthComponent>().getHealth() < 1) {
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std::cout << "Player1 wins!" << std::endl;
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std::cout << "Player1 wins!" << std::endl;
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winner = true;
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winner = true;
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isRunning = false;
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isRunning = false;
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}
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}
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}
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}
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if(SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
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if(SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
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&& (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) {
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&& (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) {
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//std::cout << "Player hit!";
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//std::cout << "Player hit!";
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p->getComponent<ColliderComponent>().removeCollision();
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p->getComponent<ColliderComponent>().removeCollision();
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p->destroy();
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p->destroy();
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player.getComponent<HealthComponent>().getDamage();
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player.getComponent<HealthComponent>().getDamage();
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//display updated health
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//display updated health
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for(auto h : hearts)
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for(auto h : hearts)
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h->destroy();
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h->destroy();
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player.getComponent<HealthComponent>().createAllHearts();
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player.getComponent<HealthComponent>().createAllHearts();
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enemy.getComponent<HealthComponent>().createAllHearts();
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enemy.getComponent<HealthComponent>().createAllHearts();
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if(player.getComponent<HealthComponent>().getHealth() < 1) {
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if(player.getComponent<HealthComponent>().getHealth() < 1) {
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std::cout << "Player2 wins!" << std::endl;
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std::cout << "Player2 wins!" << std::endl;
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winner = false;
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winner = false;
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isRunning = false;
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isRunning = false;
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}
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}
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}
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}
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}
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}
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}
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}
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void Game::render()
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void Game::render()
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@ -192,11 +234,11 @@ void Game::render()
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{
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{
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e->draw();
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e->draw();
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}
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}
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for (auto& p : projectiles)
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for (auto& p : projectiles)
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p->draw();
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p->draw();
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for (auto& h : hearts)
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for (auto& h : hearts)
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h->draw();
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h->draw();
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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}
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}
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@ -223,5 +265,5 @@ bool Game::running() const
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}
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}
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bool Game::getWinner() {
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bool Game::getWinner() {
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return this->winner;
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return this->winner;
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}
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}
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