Remove unused stuff from 2D game engine (sound)
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@ -48,6 +48,6 @@ Alternatively (or if you want to edit the file), you can use the [Jupyeter Lab o
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- [x] drawing tiles
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- [x] drawing tiles
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- [x] add "terrain tiles" with different costs
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- [x] add "terrain tiles" with different costs
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- [x] add mouse-click action
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- [x] add mouse-click action
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- [ ] add direct movement (through mouse click action, no pathfinding)
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- [x] add direct movement (through mouse click action, no pathfinding)
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- [ ] implement pathfinding
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- [ ] implement pathfinding
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- [ ] windows build?
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- [ ] windows build?
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@ -14,18 +14,14 @@
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#include "array.hpp"
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#include "array.hpp"
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#include "log.hpp"
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#include "log.hpp"
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#include "math.hpp"
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#include "math.hpp"
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#include "pathfinder.hpp"
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//
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//
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// Utils
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// Utils
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//
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//
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//
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// Math stuff
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//
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// Forward declarations
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// Forward declarations
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class Sprite;
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class Sprite;
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class Sound;
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class UserAction;
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class UserAction;
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//
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//
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@ -38,29 +34,6 @@ class UserAction;
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_image/SDL_image.h>
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class Sound {
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public:
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Sound() { LOG_DEBUG("."); }
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Sound(const Sound &x) { LOG_DEBUG("."); }
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Sound(Sound &&x) noexcept { LOG_DEBUG("."); }
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~Sound() { LOG_DEBUG("."); }
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};
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class AudioOutput {
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public:
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AudioOutput() { LOG_DEBUG("."); }
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AudioOutput(const AudioOutput &x) = delete;
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AudioOutput(AudioOutput &&x) = delete;
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~AudioOutput() { LOG_DEBUG("."); }
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std::expected<void, std::string> Init() {
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LOG_INFO("Initialing audio output");
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return {};
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}
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void PlaySound(Sound &s);
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};
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class Sprite {
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class Sprite {
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public:
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public:
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Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
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Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
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@ -376,10 +349,6 @@ public:
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}
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}
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virtual Sprite &GetSprite() = 0;
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virtual Sprite &GetSprite() = 0;
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virtual constexpr float GetCollisionRadius() const = 0;
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virtual constexpr float GetCollisionRadiusSquared() {
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return GetCollisionRadius() * GetCollisionRadius();
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}
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virtual constexpr Type GetType() const = 0;
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virtual constexpr Type GetType() const = 0;
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void SetFlagExpired() { m_FlagExpired = true; }
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void SetFlagExpired() { m_FlagExpired = true; }
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@ -399,34 +368,10 @@ public:
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m_RequestedVelocity = new_velocity;
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m_RequestedVelocity = new_velocity;
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}
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}
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void ZeroActualVelocityInDirection(Vec2D<float> direction) {
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// Vectors e1, e2 form the basis for a local coord system,
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// where e1 is formed by the direction where we want to zero-out
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// the velocity, and e2 is the orthogonal vector.
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// Scalars q1, q2 are coordinates for e1, e2 basis.
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Vec2D<float> e1 = direction.normalized();
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Vec2D<float> e2 = e1.orthogonal();
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// q1 * e1 + q2 * e2 = v, from this follows:
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auto &v = GetActualVelocity();
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float q2 = (v.y * e1.x - v.x * e1.y) / (e2.y * e1.x - e2.x * e1.y);
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float q1 = (v.x - q2 * e2.x) / e1.x;
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// We then zero-out the q1, but only if it's positive - meaning
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// it is aiming in the direction of "direction", not out.
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// (otherwise we're not able to move out from collision with
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// another object)
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if (q1 > 0.0f) {
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SetActualVelocity(q2 * e2);
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}
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}
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virtual void Update(float time_delta) {
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virtual void Update(float time_delta) {
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m_Position += m_ActualVelocity * time_delta;
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m_Position += m_ActualVelocity * time_delta;
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}
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}
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virtual bool IsMovable() const = 0;
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virtual bool IsCollidable() const = 0;
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protected:
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protected:
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Vec2D<float> m_Position;
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Vec2D<float> m_Position;
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@ -435,7 +380,6 @@ protected:
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private:
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private:
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bool m_FlagExpired = false;
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bool m_FlagExpired = false;
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static constexpr float m_CollisionRadiusSq = 1000.0f;
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};
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};
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class Wall final : public Entity {
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class Wall final : public Entity {
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@ -454,9 +398,6 @@ public:
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return *m_Sprite;
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return *m_Sprite;
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}
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}
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constexpr Entity::Type GetType() const override { return Entity::Type::WALL; }
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constexpr Entity::Type GetType() const override { return Entity::Type::WALL; }
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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bool IsMovable() const override { return false; }
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bool IsCollidable() const override { return true; }
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private:
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private:
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void LoadResources() {
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void LoadResources() {
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@ -486,9 +427,6 @@ public:
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constexpr Entity::Type GetType() const override {
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constexpr Entity::Type GetType() const override {
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return Entity::Type::PLAYER;
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return Entity::Type::PLAYER;
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}
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}
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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bool IsMovable() const override { return true; }
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bool IsCollidable() const override { return true; }
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private:
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private:
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void LoadResources() {
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void LoadResources() {
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@ -500,7 +438,6 @@ private:
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std::unique_ptr<Sprite> Player::m_Sprite;
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std::unique_ptr<Sprite> Player::m_Sprite;
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using Collision = std::pair<std::shared_ptr<Entity>, std::shared_ptr<Entity>>;
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struct Tile {
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struct Tile {
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float cost;
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float cost;
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@ -514,8 +451,6 @@ static const std::map<std::string_view, Tile> tile_types = {
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{"Water", {10.0, 0, 50, 200, 255}},
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{"Water", {10.0, 0, 50, 200, 255}},
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};
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};
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using TilePos = Vec2D<int>;
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using WorldPos = Vec2D<float>;
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class Map {
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class Map {
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@ -534,7 +469,7 @@ public:
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if (sw)
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if (sw)
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m_Tiles[row].push_back(&tile_types.at("Grass"));
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m_Tiles[row].push_back(&tile_types.at("Grass"));
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else
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else
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m_Tiles[row].push_back(&tile_types.at("Water"));
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m_Tiles[row].push_back(&tile_types.at("Road"));
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sw = !sw;
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sw = !sw;
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}
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}
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sw = !sw;
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sw = !sw;
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@ -682,14 +617,12 @@ public:
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const Map &GetMap() const { return m_Map; }
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const Map &GetMap() const { return m_Map; }
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bool IsCollisionBoxVisible() const { return m_DrawCollisionBox; }
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bool IsExitRequested() const { return m_ExitRequested; }
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bool IsExitRequested() const { return m_ExitRequested; }
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private:
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private:
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int m_Width;
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int m_Width;
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int m_Height;
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int m_Height;
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bool m_ExitRequested = false;
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bool m_ExitRequested = false;
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bool m_DrawCollisionBox = true;
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std::vector<std::shared_ptr<Entity>> m_Entities;
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std::vector<std::shared_ptr<Entity>> m_Entities;
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std::shared_ptr<Player> m_Player;
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std::shared_ptr<Player> m_Player;
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std::queue<WorldPos> m_MoveQueue;
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std::queue<WorldPos> m_MoveQueue;
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@ -727,10 +660,6 @@ public:
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// draw all the entities (player etc)
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// draw all the entities (player etc)
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for (auto &entity : m_Game->GetEntities()) {
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for (auto &entity : m_Game->GetEntities()) {
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m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
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m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
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if (m_Game->IsCollisionBoxVisible()) {
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m_Window->DrawCircle(entity->GetPosition(),
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entity->GetCollisionRadius());
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}
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}
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}
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m_Window->Flush();
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m_Window->Flush();
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@ -746,15 +675,11 @@ public:
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inline void SetUserInput(std::unique_ptr<UserInput> x) {
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inline void SetUserInput(std::unique_ptr<UserInput> x) {
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m_UserInput = std::move(x);
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m_UserInput = std::move(x);
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}
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}
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inline void SetAudioOutput(std::unique_ptr<AudioOutput> x) {
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m_AudioOutput = std::move(x);
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}
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private:
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private:
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std::unique_ptr<PathFindingDemo> m_Game;
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std::unique_ptr<PathFindingDemo> m_Game;
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std::unique_ptr<Window> m_Window;
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std::unique_ptr<Window> m_Window;
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std::unique_ptr<UserInput> m_UserInput;
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std::unique_ptr<UserInput> m_UserInput;
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std::unique_ptr<AudioOutput> m_AudioOutput;
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};
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};
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int main(int argc, char **argv) {
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int main(int argc, char **argv) {
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return error;
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return error;
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}
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}
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auto audio_output = std::make_unique<AudioOutput>();
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if (auto initialized = audio_output->Init(); !initialized) {
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LOG_ERROR(initialized.error());
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return error;
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}
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/*
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/*
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* Initialize the map and run the pathfinding demo
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* Initialize the map and run the pathfinding demo
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*/
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*/
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@ -793,7 +712,6 @@ int main(int argc, char **argv) {
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auto game_loop = GameLoop{};
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auto game_loop = GameLoop{};
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game_loop.SetWindow(std::move(window));
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game_loop.SetWindow(std::move(window));
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game_loop.SetUserInput(std::move(user_input));
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game_loop.SetUserInput(std::move(user_input));
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game_loop.SetAudioOutput(std::move(audio_output));
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game_loop.SetGame(std::move(demo));
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game_loop.SetGame(std::move(demo));
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game_loop.Run();
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game_loop.Run();
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}
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}
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@ -86,3 +86,6 @@ public:
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return os;
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return os;
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}
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}
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};
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};
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using TilePos = Vec2D<int>;
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using WorldPos = Vec2D<float>;
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