mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 09:03:42 +00:00
264 lines
6.8 KiB
C++
264 lines
6.8 KiB
C++
#include "Game.h"
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#include "Components.h"
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#include "AssetManager.h"
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#include "Map.h"
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#include "TextureManager.h"
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Map* map;
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Manager manager;
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AssetManager* Game::assets = new AssetManager(&manager);
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SDL_Renderer* Game::renderer = nullptr;
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SDL_Event Game::event;
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std::vector<ColliderComponent*> Game::colliders;
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auto& player(manager.addEntity());
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auto& enemy(manager.addEntity());
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auto& wall(manager.addEntity());
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//auto& projectile (manager.addEntity());
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Game::Game() = default;
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Game::~Game() = 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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{
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int flags = 0;
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if (fullscreen)
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{
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flags = SDL_WINDOW_FULLSCREEN;
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}
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
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return;
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}
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window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
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if (!window)
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{
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std::cout << "ERROR: Window couldnt be created!" << std::endl;
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return;
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}
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer)
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{
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std::cout << "ERROR: Renderer couldnt be created!" << std::endl;
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return;
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}
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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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map = new Map();
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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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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("egg", "assets/egg.png");
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//ecs implementation
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player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
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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<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
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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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enemy.addComponent<TransformComponent>(600, 500, 2);
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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<ColliderComponent>("enemy", 0.8f);
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enemy.addComponent<HealthComponent>(5, &manager, false);
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enemy.addGroup((size_t)GroupLabel::ENEMIES);
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}
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auto& tiles(manager.getGroup((size_t)GroupLabel::MAP));
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auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
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auto& enemies(manager.getGroup((size_t)GroupLabel::ENEMIES));
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auto& projectiles(manager.getGroup((size_t)GroupLabel::PROJECTILE));
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auto& hearts(manager.getGroup((size_t)GroupLabel::HEARTS));
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void Game::handleEvents()
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{
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SDL_PollEvent(&event);
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switch (event.type)
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{
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case SDL_QUIT: this->isRunning = false;
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break;
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default:
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break;
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}
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}
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void Game::update()
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{
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Vector2D playerPos = player.getComponent<TransformComponent>().position;
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Vector2D enemyPos = enemy.getComponent<TransformComponent>().position;
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manager.refresh();
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manager.update();
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for (auto cc : colliders)
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{
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if (SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "player") && cc->hasCollision)
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{
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player.getComponent<TransformComponent>().position = playerPos;
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}
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if (SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "enemy") && cc->hasCollision)
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{
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enemy.getComponent<TransformComponent>().position = enemyPos;
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}
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}
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//checking if projectiles hit player1 or player2
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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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&& (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) {
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//std::cout << "Enemy hit!";
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p->getComponent<ColliderComponent>().removeCollision();
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p->destroy();
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enemy.getComponent<HealthComponent>().getDamage();
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//display updated health | pretty scuffed but works ig
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for(auto h : hearts)
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h->destroy();
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player.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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std::cout << "Player1 wins!" << std::endl;
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winner = true;
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isRunning = false;
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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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&& (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) {
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//std::cout << "Player hit!";
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p->getComponent<ColliderComponent>().removeCollision();
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p->destroy();
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player.getComponent<HealthComponent>().getDamage();
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//display updated health
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for(auto h : hearts)
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h->destroy();
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player.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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std::cout << "Player2 wins!" << std::endl;
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winner = 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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void Game::render()
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{
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SDL_RenderClear(renderer);
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for (auto& t : tiles)
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{
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t->draw();
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}
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for (auto& p : players)
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{
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p->draw();
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}
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for (auto& e : enemies)
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{
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e->draw();
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}
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for (auto& p : projectiles)
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p->draw();
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for (auto& h : hearts)
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h->draw();
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SDL_RenderPresent(renderer);
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}
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void Game::clean()
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{
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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer);
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SDL_Quit();
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std::cout << "Game Cleaned!" << std::endl;
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}
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void Game::addTile(int id, int x, int y)
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{
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auto& tile(manager.addEntity());
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tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id);
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if (id == 1) tile.addComponent<ColliderComponent>("water");
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tile.addGroup((size_t)GroupLabel::MAP);
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}
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bool Game::running() const
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{
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return isRunning;
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}
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bool Game::getWinner() {
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return this->winner;
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} |