Some basic formatting
This commit is contained in:
@@ -12,24 +12,27 @@
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bool pause = false;
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int pause_select = 0;
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int pause_max = 1;
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> pause_options;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
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std::shared_ptr<SDLPP::Font> font;
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std::shared_ptr<SDLPP::Scene> active_scene;
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std::shared_ptr<SDLPP::Scene> pause_scene;
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std::shared_ptr< SDLPP::Font > font;
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std::shared_ptr< SDLPP::Scene > active_scene;
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std::shared_ptr< SDLPP::Scene > pause_scene;
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void doInput(std::shared_ptr<SDLPP::Scene> scene);
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void doInput( std::shared_ptr< SDLPP::Scene > scene );
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void doInputPause();
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class Player : public SDLPP::RectangleRender {
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public:
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Player(double x, double y, double w, double h, std::shared_ptr<SDLPP::Renderer> &r, double _max_gravity = 1.0, uint32_t _max_gravity_time = 1000) : SDLPP::RectangleRender(x,y,w,h,r) {
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Player( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r, double _max_gravity = 1.0,
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uint32_t _max_gravity_time = 1000 )
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: SDLPP::RectangleRender( x, y, w, h, r ) {
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max_gravity = _max_gravity;
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jump_speed = 2.2*max_gravity;
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jump_speed = 2.2 * max_gravity;
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max_gravity_time = _max_gravity_time;
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cur_gravity_time = max_gravity_time;
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}
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void setGravity(bool grav) {
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void setGravity( bool grav ) {
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gravity_enabled = grav;
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}
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void enableGravity() {
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@@ -51,30 +54,34 @@ public:
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void jump() {
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jumping = true;
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}
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virtual void custom_move(int ticks) override {
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auto time_portion = (static_cast<double>(ticks)/1000);
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virtual void custom_move( int ticks ) override {
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auto time_portion = ( static_cast< double >( ticks ) / 1000 );
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cur_gravity_time -= ticks;
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auto grav = gravity_enabled * max_gravity * (max_gravity_time - cur_gravity_time)/max_gravity_time;
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if( grav > max_gravity)
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auto grav = gravity_enabled * max_gravity *
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( max_gravity_time - cur_gravity_time ) / max_gravity_time;
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if ( grav > max_gravity )
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grav = max_gravity;
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// percentage of how close we are to maximum velocity of gravity (0 = we've reached max velocity, 1 = we've just started accelerating)
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double division = static_cast<double>(cur_gravity_time)/static_cast<double>(max_gravity_time);
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// percentage of how close we are to maximum velocity of gravity (0 =
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// we've reached max velocity, 1 = we've just started accelerating)
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double division = static_cast< double >( cur_gravity_time ) /
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static_cast< double >( max_gravity_time );
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// current jump speed
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auto jump_ = jumping * jump_speed * division;
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if(division < 0.75 && division >= 0.72) {
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if ( division < 0.75 && division >= 0.72 ) {
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// in this time frame, just hover in same place
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jump_ = jumping * grav;
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} else if(division < 0.72) {
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} else if ( division < 0.72 ) {
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// fall slowly
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jump_ = jumping * jump_speed * division * 0.15;
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if(jump_ > grav)
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if ( jump_ > grav )
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jump_ = grav;
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}
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if(jump_ < 0 || jump_ > jump_speed)
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if ( jump_ < 0 || jump_ > jump_speed )
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jump_ = 0;
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og_y += grav * time_portion;
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og_y -= jump_ * time_portion;
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}
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private:
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double max_gravity = 1.0;
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double jump_speed = 2.0;
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@@ -86,21 +93,26 @@ private:
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class Destroyable : public SDLPP::RectangleRender {
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public:
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Destroyable(double x, double y, double w, double h, std::shared_ptr<SDLPP::Renderer> &r) : SDLPP::RectangleRender(x,y,w,h,r) {}
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Destroyable(double x, double y, double w, double h, std::shared_ptr<SDLPP::Renderer> &r, int destruction_time) : SDLPP::RectangleRender(x,y,w,h,r) {
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Destroyable( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r )
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: SDLPP::RectangleRender( x, y, w, h, r ) {}
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Destroyable( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r, int destruction_time )
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: SDLPP::RectangleRender( x, y, w, h, r ) {
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destruction_countdown = destruction_time;
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}
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virtual void specialAction(int code) override {
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if(code == DESTROYABLE_DESTROY)
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virtual void specialAction( int code ) override {
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if ( code == DESTROYABLE_DESTROY )
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startDestruction();
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}
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virtual void custom_move(int ticks) override {
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if(destruction) {
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virtual void custom_move( int ticks ) override {
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if ( destruction ) {
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destruction_countdown -= ticks;
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if(destruction_countdown <= 0)
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if ( destruction_countdown <= 0 )
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destroy();
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}
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}
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private:
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void startDestruction() {
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destruction = true;
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@@ -109,70 +121,75 @@ private:
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int destruction_countdown = 3000;
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};
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std::shared_ptr<Player> player;
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std::shared_ptr< Player > player;
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bool quit = false;
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void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#ebdbb2FF", true);
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bg->setId(123);
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bg->setPermanent(true);
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scene.addObject(bg);
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std::shared_ptr<Destroyable> stone;
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void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
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"#ebdbb2FF", true );
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bg->setId( 123 );
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bg->setPermanent( true );
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scene.addObject( bg );
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std::shared_ptr< Destroyable > stone;
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double posx = 0;
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while(posx < 3) {
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stone = std::make_shared<Destroyable>(posx,0.5,0.15,0.1,r, 1000);
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stone->addCollision(SDLPP::Rect(0,0,1,1));
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stone->setColor("#222222FF");
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stone->setId(STONE_ID);
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stone->setColiderColor("FF0000");
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scene.addObject(stone);
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while ( posx < 3 ) {
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stone =
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std::make_shared< Destroyable >( posx, 0.5, 0.15, 0.1, r, 1000 );
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stone->addCollision( SDLPP::Rect( 0, 0, 1, 1 ) );
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stone->setColor( "#222222FF" );
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stone->setId( STONE_ID );
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stone->setColiderColor( "FF0000" );
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scene.addObject( stone );
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posx += 0.45;
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}
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auto x = std::make_shared<Player>(0,0,0.2,0.2, r);
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x->addCollision(SDLPP::Rect(0.3,0.7,0.05,0.31));
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x->addCollision(SDLPP::Rect(0.65,0.7,0.05,0.31));
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x->addCollision(SDLPP::Rect(0.2,0.3,0.6,0.45));
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x->addCollision(SDLPP::Circle(0.5,0.15,0.3));
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x->setColor("E164B7");
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x->setId(PLAYER_ID);
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x->setColiderColor("00FF00");
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scene.addObject(x);
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auto x = std::make_shared< Player >( 0, 0, 0.2, 0.2, r );
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x->addCollision( SDLPP::Rect( 0.3, 0.7, 0.05, 0.31 ) );
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x->addCollision( SDLPP::Rect( 0.65, 0.7, 0.05, 0.31 ) );
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x->addCollision( SDLPP::Rect( 0.2, 0.3, 0.6, 0.45 ) );
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x->addCollision( SDLPP::Circle( 0.5, 0.15, 0.3 ) );
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x->setColor( "E164B7" );
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x->setId( PLAYER_ID );
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x->setColiderColor( "00FF00" );
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scene.addObject( x );
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player = x;
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auto z = std::make_shared<SDLPP::RectangleRender>(0,2.5,0,0,r);
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auto z_col = SDLPP::Rect(-1,0,-1,-1);
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auto z = std::make_shared< SDLPP::RectangleRender >( 0, 2.5, 0, 0, r );
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auto z_col = SDLPP::Rect( -1, 0, -1, -1 );
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z_col.setInfinite();
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z->addCollision(z_col);
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z->setId(DEATH);
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z->setColiderColor("FF00FF");
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scene.addObject(z);
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auto y = std::make_shared<SDLPP::TextRenderer>(0, 0, 0.2, 0.1, r);
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y->setText(*font, "DEMO", "#FFFFFF", "#000000", 5);
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y->setPermanent(true);
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y->setId(123);
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scene.addObject(y);
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z->addCollision( z_col );
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z->setId( DEATH );
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z->setColiderColor( "FF00FF" );
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scene.addObject( z );
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auto y = std::make_shared< SDLPP::TextRenderer >( 0, 0, 0.2, 0.1, r );
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y->setText( *font, "DEMO", "#FFFFFF", "#000000", 5 );
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y->setPermanent( true );
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y->setId( 123 );
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scene.addObject( y );
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}
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void addPause(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#00000080", true);
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bg->setId(123);
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bg->setPermanent(true);
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scene.addObject(bg);
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auto y = std::make_shared<SDLPP::TextRenderer>(0.25, 0.1, 0.5, 0.3, r);
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y->setText(*font, "PAUSED", "#FFFFFF", "#000000", 5);
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y->setId(0);
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void addPause( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
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"#00000080", true );
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bg->setId( 123 );
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bg->setPermanent( true );
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scene.addObject( bg );
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auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
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y->setText( *font, "PAUSED", "#FFFFFF", "#000000", 5 );
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y->setId( 0 );
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y->centerX();
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scene.addObject(y);
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auto resume = std::make_shared<SDLPP::TextRenderer>(0.4, 0.5, 0.2, 0.1, r);
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resume->setText(*font, "Resume", "#FFFFFF", "#000000", 5);
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resume->setColor("#FFFFFF40");
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scene.addObject( y );
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auto resume =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
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resume->setText( *font, "Resume", "#FFFFFF", "#000000", 5 );
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resume->setColor( "#FFFFFF40" );
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resume->centerX();
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scene.addObject(resume);
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pause_options.push_back(resume);
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auto quit = std::make_shared<SDLPP::TextRenderer>(0.4, 0.7, 0.2, 0.1, r);
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quit->setText(*font, "Quit Game", "#FFFFFF", "#000000", 5);
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scene.addObject( resume );
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pause_options.push_back( resume );
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auto quit =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
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quit->setText( *font, "Quit Game", "#FFFFFF", "#000000", 5 );
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quit->centerX();
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scene.addObject(quit);
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pause_options.push_back(quit);
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scene.addObject( quit );
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pause_options.push_back( quit );
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}
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void quitGame() {
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@@ -180,232 +197,236 @@ void quitGame() {
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quit = true;
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}
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void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
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switch(key) {
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case SDLK_ESCAPE: {
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pause = true;
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pause_scene->updateSizeAndPosition();
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player->resetMovementX();
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std::thread pauseThread(doInputPause);
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pauseThread.detach();
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}
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break;
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case SDLK_a:
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player->addMovement(-1,0);
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break;
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case SDLK_d:
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player->addMovement(1,0);
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break;
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case SDLK_SPACE:
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case SDLK_w:
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if(!player->isJumping() && !pause) {
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player->setLastStand();
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player->jump();
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}
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break;
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case SDLK_s:
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break;
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case SDLK_r:
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scene.getRenderer().setRenderColiders(!scene.getRenderer().getRenderColiders());
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default:
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break;
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void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
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case SDLK_ESCAPE: {
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pause = true;
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pause_scene->updateSizeAndPosition();
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player->resetMovementX();
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std::thread pauseThread( doInputPause );
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pauseThread.detach();
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} break;
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case SDLK_a:
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player->addMovement( -1, 0 );
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break;
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case SDLK_d:
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player->addMovement( 1, 0 );
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break;
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case SDLK_SPACE:
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case SDLK_w:
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if ( !player->isJumping() && !pause ) {
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player->setLastStand();
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player->jump();
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}
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break;
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case SDLK_s:
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break;
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case SDLK_r:
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scene.getRenderer().setRenderColiders(
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!scene.getRenderer().getRenderColiders() );
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default:
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break;
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}
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}
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void handleKeyDownPause(SDL_Keycode key) {
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switch(key) {
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case SDLK_ESCAPE: {
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pause = false;
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active_scene->setPrevTicks(SDL_GetTicks());
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std::thread inputThread(doInput, active_scene);
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inputThread.detach();
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}
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break;
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case SDLK_r:
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active_scene->getRenderer().setRenderColiders(!active_scene->getRenderer().getRenderColiders());
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break;
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case SDLK_s:
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case SDLK_DOWN:
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pause_options[pause_select]->unsetColor();
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pause_select++;
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if(pause_select > pause_max)
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pause_select = 0;
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pause_options[pause_select]->setColor("FFFFFF40");
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break;
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case SDLK_w:
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case SDLK_UP:
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pause_options[pause_select]->unsetColor();
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pause_select--;
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if(pause_select < 0)
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pause_select = pause_max;
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pause_options[pause_select]->setColor("FFFFFF40");
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break;
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case SDLK_RETURN:
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switch(pause_select) {
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case 0:{
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pause = false;
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active_scene->setPrevTicks(SDL_GetTicks());
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std::thread inputThread(doInput, active_scene);
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inputThread.detach();
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}
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break;
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case 1:
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quitGame();
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default:
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break;
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}
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void handleKeyDownPause( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_ESCAPE: {
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pause = false;
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active_scene->setPrevTicks( SDL_GetTicks() );
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std::thread inputThread( doInput, active_scene );
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inputThread.detach();
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} break;
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case SDLK_r:
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active_scene->getRenderer().setRenderColiders(
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!active_scene->getRenderer().getRenderColiders() );
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break;
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case SDLK_s:
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case SDLK_DOWN:
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pause_options[pause_select]->unsetColor();
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pause_select++;
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if ( pause_select > pause_max )
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pause_select = 0;
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pause_options[pause_select]->setColor( "FFFFFF40" );
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break;
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case SDLK_w:
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case SDLK_UP:
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pause_options[pause_select]->unsetColor();
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pause_select--;
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if ( pause_select < 0 )
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pause_select = pause_max;
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pause_options[pause_select]->setColor( "FFFFFF40" );
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break;
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case SDLK_RETURN:
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switch ( pause_select ) {
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case 0: {
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pause = false;
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active_scene->setPrevTicks( SDL_GetTicks() );
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std::thread inputThread( doInput, active_scene );
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inputThread.detach();
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} break;
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case 1:
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quitGame();
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default:
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break;
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}
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default:
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break;
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}
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}
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void handleKeyUp(SDL_Keycode key) {
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switch(key) {
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case SDLK_a:
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player->addMovement(1,0);
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break;
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case SDLK_d:
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player->addMovement(-1,0);
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break;
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case SDLK_w:
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case SDLK_s:
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default:
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break;
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void handleKeyUp( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_a:
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player->addMovement( 1, 0 );
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break;
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case SDLK_d:
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player->addMovement( -1, 0 );
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break;
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case SDLK_w:
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case SDLK_s:
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default:
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break;
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}
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}
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void pollEvents(SDLPP::Scene &scene) {
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void pollEvents( SDLPP::Scene &scene ) {
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SDL_Event event;
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while( SDL_PollEvent( &event ) != 0 ) {
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switch(event.type) {
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case SDL_QUIT:
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quitGame();
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break;
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case SDL_KEYDOWN:
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if( !event.key.repeat )
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handleKeyDown(event.key.keysym.sym, scene);
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break;
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case SDL_KEYUP:
|
||||
handleKeyUp(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED)
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDown( event.key.keysym.sym, scene );
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUp( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED )
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void pollEventsPause() {
|
||||
SDL_Event event;
|
||||
while( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch(event.type) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if( !event.key.repeat )
|
||||
handleKeyDownPause(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDownPause( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void doInput(std::shared_ptr<SDLPP::Scene> scene) {
|
||||
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
while(!quit && !pause) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
pollEvents(*scene);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
while ( !quit && !pause ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEvents( *scene );
|
||||
scene->movement();
|
||||
bool gravity = true;
|
||||
for( auto &x : scene->getCollisions(*player) ) {
|
||||
if( x->getId() == STONE_ID ) {
|
||||
for ( auto &x : scene->getCollisions( *player ) ) {
|
||||
if ( x->getId() == STONE_ID ) {
|
||||
gravity = false;
|
||||
if(player->isGravityEnabled()) {
|
||||
if ( player->isGravityEnabled() ) {
|
||||
auto stoneRect = x->getDoubleRect();
|
||||
auto playerPos = player->getDoubleRect();
|
||||
auto newPX = playerPos.first.first;
|
||||
auto newPY = stoneRect.first.second - playerPos.second.second;
|
||||
player->setPos(newPX, newPY);
|
||||
auto newPY =
|
||||
stoneRect.first.second - playerPos.second.second;
|
||||
player->setPos( newPX, newPY );
|
||||
player->setLastStand();
|
||||
}
|
||||
x->specialAction(DESTROYABLE_DESTROY);
|
||||
x->specialAction( DESTROYABLE_DESTROY );
|
||||
}
|
||||
if( x->getId() == DEATH ) {
|
||||
if ( x->getId() == DEATH ) {
|
||||
std::cout << "Oh no, you died!" << std::endl;
|
||||
quitGame();
|
||||
}
|
||||
}
|
||||
player->setGravity(gravity);
|
||||
player->setGravity( gravity );
|
||||
auto playerX = player->getRect().x;
|
||||
auto width = scene->getWidth();
|
||||
auto rightBarrier = width * 0.7;
|
||||
auto leftBarrier = width * 0.3;
|
||||
auto rightmostX = scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
|
||||
auto rightmostX =
|
||||
scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
|
||||
auto leftmostX = scene->leftmost()->getRect().x;
|
||||
scene->moveEverything(
|
||||
(playerX > rightBarrier && rightmostX > width) * (rightBarrier - playerX)/width, 0);
|
||||
scene->moveEverything(
|
||||
(playerX < leftBarrier && leftmostX < 0) * (leftBarrier - playerX)/width, 0);
|
||||
( playerX > rightBarrier && rightmostX > width ) *
|
||||
( rightBarrier - playerX ) / width,
|
||||
0 );
|
||||
scene->moveEverything( ( playerX < leftBarrier && leftmostX < 0 ) *
|
||||
( leftBarrier - playerX ) / width,
|
||||
0 );
|
||||
}
|
||||
}
|
||||
|
||||
void doInputPause() {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
while(pause) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
while ( pause ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEventsPause();
|
||||
if(!pause)
|
||||
if ( !pause )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
SDLPP::init();
|
||||
SDLPP::Window w("Oh yeah, boi!");
|
||||
auto renderer = std::make_shared<SDLPP::Renderer>(w);
|
||||
renderer->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
auto main_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
SDLPP::Window w( "Oh yeah, boi!" );
|
||||
auto renderer = std::make_shared< SDLPP::Renderer >( w );
|
||||
renderer->setBlendMode( SDL_BLENDMODE_BLEND );
|
||||
auto main_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
active_scene = main_scene;
|
||||
font = std::make_shared<SDLPP::Font>("testfont.ttf", 96);
|
||||
addStuff(*main_scene, renderer);
|
||||
player->setMovementSpeed(0.3);
|
||||
font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 );
|
||||
addStuff( *main_scene, renderer );
|
||||
player->setMovementSpeed( 0.3 );
|
||||
player->enableGravity();
|
||||
|
||||
pause_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
addPause(*pause_scene, renderer);
|
||||
pause_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
addPause( *pause_scene, renderer );
|
||||
|
||||
int base = SDL_GetTicks();
|
||||
int frames = 0;
|
||||
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 60);
|
||||
std::thread inputThread(doInput, main_scene);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 60 );
|
||||
std::thread inputThread( doInput, main_scene );
|
||||
inputThread.detach();
|
||||
while( !quit ) {
|
||||
// SDL_framerateDelay(&gFPS);
|
||||
while ( !quit ) {
|
||||
// SDL_framerateDelay(&gFPS);
|
||||
main_scene->renderScene();
|
||||
if(pause) {
|
||||
pause_scene->renderScene(false);
|
||||
if ( pause ) {
|
||||
pause_scene->renderScene( false );
|
||||
}
|
||||
main_scene->presentScene();
|
||||
frames++;
|
||||
if(SDL_GetTicks() - base >= 1000) {
|
||||
if ( SDL_GetTicks() - base >= 1000 ) {
|
||||
base = SDL_GetTicks();
|
||||
printf("FPS: %d\n", frames);
|
||||
printf( "FPS: %d\n", frames );
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user