mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 10:13:42 +00:00
rename Game->GameInternal
This commit is contained in:
parent
5dfe42195f
commit
68a3e48131
@ -22,14 +22,14 @@ namespace engine {
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extern gamefunction init;
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extern gamefunction update;
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extern Game* game; // this is a temporary fix to remove artifacts of chicken_game from the engine while the API is not yet finalized
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extern GameInternal* game; // this is a temporary fix to remove artifacts of chicken_game from the engine while the API is not yet finalized
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}
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class Game
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class GameInternal
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{
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public:
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Game();
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~Game();
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GameInternal();
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~GameInternal();
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void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
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void selectCharacters(const char* &playerSprite, const char* &enemySprite);
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@ -9,11 +9,11 @@
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#include "Constants.h"
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#include "Entity.h"
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class Game;
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class GameInternal;
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class Manager
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{
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public:
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Manager(Game* game) : game(game) {};
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Manager(GameInternal* game) : game(game) {};
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void update();
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void draw();
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@ -29,10 +29,10 @@ public:
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Entity& addEntity();
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Game* getGame() { return this->game; };
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GameInternal* getGame() { return this->game; };
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private:
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Game* game;
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GameInternal* game;
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std::vector<std::unique_ptr<Entity>> entities;
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std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
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std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;
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@ -3,7 +3,7 @@
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#include <map>
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#include <string>
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class Game;
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class GameInternal;
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class Map
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{
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public:
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@ -21,6 +21,6 @@ public:
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* \return Boolean for success
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*
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*/
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static void loadMap(const char* path, int sizeX, int sizeY, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
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static void addTile(unsigned long id, int x, int y, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
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static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
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static void addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
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};
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@ -5,7 +5,7 @@
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#include "Entity.h"
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class Game;
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class GameInternal;
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class PopupWindow {
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@ -13,7 +13,7 @@ enum SoundTypes
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THROW_EGG,
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};
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class Game;
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class GameInternal;
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class SoundManager
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{
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public:
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@ -30,6 +30,6 @@ class SoundManager
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std::map<const char*, Mix_Chunk*> sound_cache;
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Mix_Chunk* loadSound(const char* fileName);
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static void playSound(Game* game, SoundTypes sound);
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static void playSound(GameInternal* game, SoundTypes sound);
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private:
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};
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@ -3,7 +3,7 @@
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#include "TextureManager.h"
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#include "SoundManager.h"
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#include "ProjectileComponent.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "TransformComponent.h"
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@ -11,7 +11,6 @@
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#include "ColliderComponent.h"
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#include "Constants.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Vector2D.h"
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#include "PowerupComponent.h"
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#include <iostream>
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@ -2,7 +2,7 @@
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#include "CollisionHandler.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "TransformComponent.h"
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#include <iostream>
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@ -1,4 +1,4 @@
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#include "Game.h"
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#include "GameInternal.h"
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#include <SDL_error.h>
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@ -15,9 +15,9 @@
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#include "StatEffectsComponent.h"
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#include "Constants.h"
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Game* engine::game = nullptr; // will be initialized in constructor
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GameInternal* engine::game = nullptr; // will be initialized in constructor
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Game::Game() :
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GameInternal::GameInternal() :
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manager(this),
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tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
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players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
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@ -31,14 +31,14 @@ Game::Game() :
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engine::game = this;
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};
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Game::~Game() = default;
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GameInternal::~GameInternal() = default;
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void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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{
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Game::assets = new AssetManager(&manager);
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Game::textureManager = new TextureManager(&manager);
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Game::soundManager = new SoundManager();
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Game::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
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GameInternal::assets = new AssetManager(&manager);
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GameInternal::textureManager = new TextureManager(&manager);
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GameInternal::soundManager = new SoundManager();
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GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
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int flags = 0;
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if (fullscreen)
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@ -84,7 +84,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/startscreen.png");
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SDL_Texture* backgroundTexture = GameInternal::textureManager->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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@ -184,7 +184,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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engine::init();
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}
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void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
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void GameInternal::selectCharacters(const char* &playerSprite, const char* &enemySprite)
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{
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// TODO: move this whereever it makes sense (maybe game as a member)
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std::map<int, std::pair<const char*, const char*>> characterSprites;
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@ -252,7 +252,7 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
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}
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}
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SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/characterSelection.png");
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SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/characterSelection.png");
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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@ -280,7 +280,7 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
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this->isRunning = true;
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}
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void Game::handleEvents()
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void GameInternal::handleEvents()
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{
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SDL_PollEvent(&event);
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@ -294,7 +294,7 @@ void Game::handleEvents()
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}
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}
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void Game::update()
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void GameInternal::update()
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{
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manager.refresh();
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manager.update();
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@ -302,7 +302,7 @@ void Game::update()
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engine::update(); // TODO: this might have to be split up into two update functions, before and after manager...
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}
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void Game::render()
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void GameInternal::render()
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{
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SDL_RenderClear(renderer);
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for (auto& t : tiles)
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@ -323,7 +323,7 @@ void Game::render()
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SDL_RenderPresent(renderer);
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}
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void Game::clean()
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void GameInternal::clean()
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{
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delete(textureManager);
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SDL_DestroyRenderer(renderer);
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@ -332,18 +332,18 @@ void Game::clean()
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std::cout << "Game Cleaned!" << std::endl;
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}
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bool Game::running() const
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bool GameInternal::running() const
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{
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return isRunning;
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}
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void Game::setWinner(Entity::TeamLabel winningTeam)
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void GameInternal::setWinner(Entity::TeamLabel winningTeam)
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{
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this->winner = winningTeam;
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this->isRunning = false;
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}
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Entity::TeamLabel Game::getWinner() const
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Entity::TeamLabel GameInternal::getWinner() const
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{
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return this->winner;
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}
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@ -2,7 +2,7 @@
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#include "SDL_error.h"
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#include "TextureManager.h"
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#include "Game.h"
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#include "GameInternal.h"
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GameObject::GameObject(const char* texturesheet, int x, int y)
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{
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@ -2,7 +2,7 @@
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#include "Direction.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include <cstdio>
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void HealthComponent::init()
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@ -6,11 +6,11 @@
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#include <utility>
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#include "Constants.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "SDL_error.h"
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#include "TileComponent.h"
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void Map::loadMap(const char* path, int sizeX, int sizeY, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */)
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void Map::loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */)
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{
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std::string tileIDstr;
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char singleChar = 0;
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@ -56,7 +56,7 @@ void Map::loadMap(const char* path, int sizeX, int sizeY, Game* game, const std:
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mapFile.close();
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}
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void Map::addTile(unsigned long id, int x, int y, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict) // tile entity
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void Map::addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict) // tile entity
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{
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auto& tile(game->manager.addEntity());
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tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id, textureDict);
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@ -4,7 +4,7 @@
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#include "Entity.h"
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#include "PopupWindow.h"
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#include "TextureManager.h"
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#include "Game.h"
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#include "GameInternal.h"
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PopupWindow::PopupWindow(const char* title, const std::string &message) :
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continueGame(false), interacted(false) {
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@ -1,5 +1,5 @@
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#include "PowerupComponent.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "CollisionHandler.h"
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#include "Entity.h"
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#include "HealthComponent.h"
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@ -4,7 +4,7 @@
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#include "SoundManager.h"
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#include "TransformComponent.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "HealthComponent.h"
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#include "Vector2D.h"
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#include <cassert>
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@ -4,7 +4,7 @@
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#include <string>
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#include <iostream>
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#include "Game.h"
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#include "GameInternal.h"
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#include "AssetManager.h"
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Mix_Chunk* SoundManager::loadSound(const char* fileName)
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@ -27,7 +27,7 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
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return sound;
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}
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void SoundManager::playSound(Game* game, SoundTypes sound)
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void SoundManager::playSound(GameInternal* game, SoundTypes sound)
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{
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switch (sound)
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{
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@ -9,7 +9,7 @@
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#include "TextureManager.h"
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#include "Entity.h"
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#include "TransformComponent.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "Manager.h"
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SpriteComponent::SpriteComponent(const char* path)
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@ -4,7 +4,7 @@
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#include <stdexcept>
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#include <string>
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#include "Game.h"
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#include "GameInternal.h"
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SDL_Texture* TextureManager::loadTexture(const char* fileName)
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{
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@ -4,7 +4,7 @@
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#include "ColliderComponent.h"
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#include "Constants.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "Vector2D.h"
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#include <cstdio>
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#include <initializer_list>
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@ -2,11 +2,11 @@
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#include <ctime>
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#include "Entity.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "Constants.h"
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#include "PopupWindow.h"
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Game* game = nullptr;
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GameInternal* game = nullptr;
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int main(int argc, char* argv[])
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{
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@ -18,7 +18,7 @@ int main(int argc, char* argv[])
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Uint32 frameStart;
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int frameTime;
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game = new Game();
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game = new GameInternal();
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game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
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while (game->running()) {
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