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https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 14:41:49 +01:00
Reformat + Basic animation system
General fixes
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@@ -2,7 +2,6 @@
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#include "pch.h"
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#include "Game.h"
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#include <iostream>
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#include <ostream>
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#include "colors.h"
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@@ -10,11 +9,10 @@
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#include "WorldLevel.h"
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Rectf Game::VIEWPORT{};
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Rectf Game::VIEWPORT {};
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Game::Game(const Window& window)
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: BaseGame { window }, m_Camera(Camera()), m_WorldLevel(WorldLevel(&m_Camera, GetViewPort()))
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{
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: BaseGame { window }, m_Camera(Camera()), m_WorldLevel(WorldLevel(&m_Camera, GetViewPort())) {
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Initialize();
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Game::VIEWPORT = GetViewPort(); //TODO: See if this can be removed
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}
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@@ -24,7 +22,7 @@ Game::~Game() {
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}
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void Game::Initialize() {
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m_Camera.SetPosition(Point2f{-GetViewPort().width / 2, -GetViewPort().height / 2});
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m_Camera.SetPosition(Point2f { -GetViewPort().width / 2, -GetViewPort().height / 2 });
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}
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void Game::Cleanup() {
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@@ -33,10 +31,11 @@ void Game::Cleanup() {
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void Game::Update(float elapsedSec) {
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const Uint8* pStates = SDL_GetKeyboardState(nullptr);
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if(m_IsRightMouseDown) {
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Point2f newCameraPos = Point2f{m_MousePos.x + m_MouseOffset.x, m_MousePos.y + m_MouseOffset.y};
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m_Camera.SetPosition(Point2f{-newCameraPos.x, -newCameraPos.y});
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} else {
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if (m_IsRightMouseDown) {
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const Point2f newCameraPos = Point2f { m_MousePos.x + m_MouseOffset.x, m_MousePos.y + m_MouseOffset.y };
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m_Camera.SetPosition(Point2f { -newCameraPos.x, -newCameraPos.y });
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}
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else {
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m_MouseOffset = m_Camera.GetPosition();
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}
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@@ -57,13 +56,13 @@ void Game::ProcessKeyUpEvent(const SDL_KeyboardEvent& e) {
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}
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void Game::ProcessMouseMotionEvent(const SDL_MouseMotionEvent& e) {
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m_MousePos = Point2f{float(e.x), float(e.y)};
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m_MousePos = Point2f { float(e.x), float(e.y) };
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m_WorldLevel.MouseMove(Point2f { float(e.x), float(e.y) });
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}
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void Game::ProcessMouseDownEvent(const SDL_MouseButtonEvent& e) {
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m_IsRightMouseDown = e.button == SDL_BUTTON_RIGHT;
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m_MouseOffset = Point2f{-m_Camera.GetPosition().x - m_MousePos.x, -m_Camera.GetPosition().y - m_MousePos.y};
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m_MouseOffset = Point2f { -m_Camera.GetPosition().x - m_MousePos.x, -m_Camera.GetPosition().y - m_MousePos.y };
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}
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void Game::ProcessMouseUpEvent(const SDL_MouseButtonEvent& e) {
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