Add pause scene, make custom movement easier to implement
This commit is contained in:
parent
329ef7f40f
commit
bf0d08ae16
130
main.cpp
130
main.cpp
@ -11,6 +11,11 @@
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bool pause = false;
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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 doInputPause();
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class Player : public SDLPP::RectangleRender {
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public:
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@ -42,13 +47,8 @@ public:
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void jump() {
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jumping = true;
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}
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virtual void move(int ticks) {
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auto dimension = renderer->getSmallerSide();
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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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auto addx = static_cast<double>(movementSpeed * movementDirection.first)*time_portion;
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auto addy = static_cast<double>(movementSpeed * movementDirection.second)*time_portion;
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x_ += addx;
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y_ += addy;
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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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@ -70,11 +70,6 @@ public:
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jump_ = 0;
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y_ += grav * time_portion;
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y_ -= jump_ * time_portion;
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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for( auto &x : collisions ) {
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x->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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}
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}
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private:
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double max_gravity = 1.0;
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@ -91,22 +86,11 @@ public:
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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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destruction_countdown = destruction_time;
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}
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virtual void specialAction(int code) {
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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 move(int ticks) {
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/* copied from sdlpp*/
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auto dimension = renderer->getSmallerSide();
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auto addx = static_cast<double>(movementSpeed * movementDirection.first)*(static_cast<double>(ticks)/1000);
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auto addy = static_cast<double>(movementSpeed * movementDirection.second)*(static_cast<double>(ticks)/1000);
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x_ += addx;
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y_ += addy;
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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for( auto &x : collisions ) {
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x->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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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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destruction_countdown -= ticks;
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if(destruction_countdown <= 0)
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@ -122,7 +106,6 @@ private:
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};
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std::shared_ptr<Player> player;
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std::vector<std::shared_ptr<SDLPP::Texture>> bgtextures;
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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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@ -135,7 +118,7 @@ void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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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->setTexture("stone.png");
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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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@ -146,7 +129,7 @@ void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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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->setTexture("5.png");
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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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@ -164,6 +147,18 @@ void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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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::RectangleRender>(0.25, 0.1, 0.5, 0.3, r);
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y->setTexture(*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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}
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void quitGame() {
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std::cout << "Quitting!" << std::endl;
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quit = true;
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@ -171,10 +166,13 @@ void quitGame() {
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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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if(pause)
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scene.setPrevTicks(SDL_GetTicks());
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pause = !pause;
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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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@ -198,6 +196,22 @@ void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
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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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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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@ -236,15 +250,35 @@ void pollEvents(SDLPP::Scene &scene) {
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}
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}
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void pollEventsPause() {
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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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handleKeyDownPause(event.key.keysym.sym);
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break;
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case SDL_WINDOWEVENT:
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if(event.window.event == SDL_WINDOWEVENT_RESIZED) {
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active_scene->updateSizeAndPosition();
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pause_scene->updateSizeAndPosition();
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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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}
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void doInput(std::shared_ptr<SDLPP::Scene> scene) {
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FPSmanager gFPS;
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SDL_initFramerate(&gFPS);
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SDL_setFramerate(&gFPS, 200);
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while(!quit) {
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while(!quit && !pause) {
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SDL_framerateDelay(&gFPS);
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pollEvents(*scene);
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if(pause)
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continue;
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scene->movement();
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bool gravity = true;
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for( auto &x : scene->getCollisions(*player) ) {
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@ -279,22 +313,33 @@ void doInput(std::shared_ptr<SDLPP::Scene> scene) {
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}
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}
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void doInputPause() {
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FPSmanager gFPS;
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SDL_initFramerate(&gFPS);
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SDL_setFramerate(&gFPS, 200);
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while(pause) {
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SDL_framerateDelay(&gFPS);
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pollEventsPause();
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if(!pause)
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break;
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}
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}
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int main() {
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SDLPP::init();
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SDLPP::Window w("Oh yeah, boi!");
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auto renderer = std::make_shared<SDLPP::Renderer>(w);
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renderer->setBlendMode(SDL_BLENDMODE_BLEND);
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auto main_scene = std::make_shared<SDLPP::Scene>(renderer);
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bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "1.bmp"));
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bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "2.bmp"));
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bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "3.png"));
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bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "4.png"));
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bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "test.bmp"));
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font = std::make_shared<SDLPP::Font>("testfont.ttf", 24);
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active_scene = main_scene;
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font = std::make_shared<SDLPP::Font>("testfont.ttf", 96);
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addStuff(*main_scene, renderer);
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player->setMovementSpeed(0.3);
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player->enableGravity();
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pause_scene = std::make_shared<SDLPP::Scene>(renderer);
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addPause(*pause_scene, renderer);
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int base = SDL_GetTicks();
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int frames = 0;
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@ -302,9 +347,13 @@ int main() {
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SDL_initFramerate(&gFPS);
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SDL_setFramerate(&gFPS, 60);
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std::thread inputThread(doInput, main_scene);
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inputThread.detach();
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while( !quit ) {
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// SDL_framerateDelay(&gFPS);
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main_scene->renderScene();
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if(pause) {
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pause_scene->renderScene(false);
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}
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main_scene->presentScene();
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frames++;
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if(SDL_GetTicks() - base >= 1000) {
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@ -313,5 +362,4 @@ int main() {
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frames = 0;
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}
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}
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inputThread.join();
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}
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67
sdlpp.hpp
67
sdlpp.hpp
@ -277,8 +277,11 @@ public:
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texture = t;
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}
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void setTexture(const std::string &img_path) {
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if(polygon)
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polygon.reset();
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texture = std::make_shared<Texture>(renderer, img_path);
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}
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virtual void setColor(const std::string &color) = 0;
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void setTexture(Font &font, const std::string &text, const std::string &color = "FFFFFF", const std::string &outline_color = "000000", int outline_size = -1) {
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texture = std::make_shared<Texture>(renderer, font, text, color, outline_color, outline_size);
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}
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@ -290,6 +293,12 @@ public:
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movementDirection.first += x;
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movementDirection.second += y;
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}
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void resetMovementX() {
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movementDirection.first = 0;
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}
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void resetMovementY() {
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movementDirection.second = 0;
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}
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void clearColided() {
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colidedWith.clear();
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}
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@ -322,6 +331,7 @@ public:
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colider_color = getColorsHEX(color);
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}
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virtual void move(int ticks) = 0;
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virtual void custom_move(int ticks) = 0;
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virtual void updateSizeAndPosition() = 0;
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virtual SDL_Rect getRect() = 0;
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void setPermanent(bool perm) {
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@ -330,6 +340,7 @@ public:
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bool getPermanent() const {
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return permanent;
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}
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virtual void centerX() = 0;
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protected:
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std::vector<std::shared_ptr<CollisionPolygon>> collisions;
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std::shared_ptr<Texture> texture;
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@ -403,9 +414,10 @@ public:
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}
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return ret;
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}
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void renderScene() {
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void renderScene(bool clear_scene = true) {
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checkKilled();
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render_mutex.lock();
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if(clear_scene)
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SDL_RenderClear(renderer->getRendererPtr());
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if(background && background->getTexturePtr())
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SDL_RenderCopy(renderer->getRendererPtr(), background->getTexturePtr(), NULL, NULL);
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@ -627,24 +639,28 @@ public:
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rect.y = y * dimension;
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rect.w = w * dimension;
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rect.h = h * dimension;
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x_ = x;
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y_ = y;
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w_ = w;
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h_ = h;
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og_x = x_ = x;
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og_y = y_ = y;
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og_w = w_ = w;
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og_h = h_ = h;
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}
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RectangleRender(double x, double y, double w, double h, std::shared_ptr<Renderer> &r, std::shared_ptr<Texture> &t) : RectangleRender(x, y, w, h, r) {
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setTexture(t);
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}
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RectangleRender(double x, double y, double w, double h, std::shared_ptr<Renderer> &r, const std::string &img_or_color, bool is_polygon = false) : RectangleRender(x,y,w,h,r) {
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if(!is_polygon) {
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auto texture = std::make_shared<Texture>(r, img_or_color);
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setTexture(texture);
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setTexture(img_or_color);
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} else {
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polygon = std::make_shared<Rect>(0,0,1,1);
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polygon->setColor(img_or_color);
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polygon->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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setColor(img_or_color);
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}
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}
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virtual void setColor(const std::string &color) {
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if(texture)
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texture.reset();
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polygon = std::make_shared<Rect>(0,0,1,1);
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polygon->setColor(color);
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polygon->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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}
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virtual void specialAction(int /*UNUSED*/) {};
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virtual void render() {
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if(texture != NULL && !getHidden())
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@ -665,6 +681,9 @@ public:
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auto addy = static_cast<double>(movementSpeed * movementDirection.second)*(static_cast<double>(ticks)/1000);
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x_ += addx;
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y_ += addy;
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custom_move(ticks);
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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for( auto &x : collisions ) {
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@ -673,6 +692,7 @@ public:
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if(polygon)
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polygon->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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}
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virtual void custom_move(int ticks) {}
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virtual std::pair<std::pair<double,double>,std::pair<double,double>> getDoubleRect() {
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return {{x_,y_}, {w_,h_}};
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}
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@ -708,6 +728,8 @@ public:
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return rect.h;
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}
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virtual void updateSizeAndPosition() {
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if(centerx)
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actuallyCenterX();
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auto dimension = renderer->getSmallerSide();
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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@ -719,11 +741,36 @@ public:
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virtual SDL_Rect getRect() {
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return rect;
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}
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virtual void centerX() {
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centerx = true;
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updateSizeAndPosition();
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}
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protected:
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void actuallyCenterX() {
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auto width = renderer->getWidth();
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auto height = renderer->getHeight();
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if(width > height) {
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std::cout << "WIDTH IS LARGER!" << std::endl;
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std::cout << "og_x: " << og_x << std::endl;
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auto multiplier = static_cast<double>(width)/static_cast<double>(height);
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std::cout << "MULTIPLIER: " << multiplier << std::endl;
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x_ = og_x * multiplier;
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w_ = og_w * multiplier;
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std::cout << "X_: " << x_ << std::endl;
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} else {
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x_ = og_x;
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w_ = og_w;
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}
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}
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double og_x;
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double og_y;
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double og_w;
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double og_h;
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double x_;
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double y_;
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double w_;
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double h_;
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bool centerx = false;
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SDL_Rect rect;
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};
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