faundation for json loading
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11
assets/entities.json
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11
assets/entities.json
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@ -0,0 +1,11 @@
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{
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"ships": [
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{
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"destroyer": {
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"texture": "assets/entities/ships/destroyer.svg",
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"width": 58,
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"height": 512
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}
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}
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]
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}
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23
src/helper_funcs.cpp
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23
src/helper_funcs.cpp
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#include "types.hpp"
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#include <fstream>
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#include <nlohmann/json.hpp>
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#include <string>
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using json = nlohmann::json;
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void load_entity(Entity &entity, std::string type, std::string name) {
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try {
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std::ifstream entitiesF("assets/entities.json");
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json entities = json::parse(entitiesF);
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} catch (const json::parse_error &e) {
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std::cerr << "Parse error: " << e.what() << "\n";
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exit(1);
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} catch (const std::exception &e) {
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std::cerr << "Error: " << e.what() << "\n";
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exit(2);
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}
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}
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348
src/main.cpp
348
src/main.cpp
@ -1,173 +1,205 @@
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#include "types.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <cmath>
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#include "types.hpp"
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#define destroyer_width 58
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#define destroyer_height 512
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int main() {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window* window = SDL_CreateWindow("Naval Swarm", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
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SDL_Renderer* renderer = SDL_CreateRenderer(window, "gpu,vulcan");
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window *window =
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SDL_CreateWindow("Naval Swarm", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
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SDL_Renderer *renderer = SDL_CreateRenderer(window, "gpu,vulcan");
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// Load textures
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SDL_Texture* spriteSheet = IMG_LoadTexture(renderer, "assets/destroyer.svg");
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SDL_Texture* bgTexture = IMG_LoadTexture(renderer, "assets/background.png");
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// Load textures
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SDL_Texture *spriteSheet = IMG_LoadTexture(renderer, "assets/destroyer.svg");
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SDL_Texture *bgTexture = IMG_LoadTexture(renderer, "assets/background.png");
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// Initialize player
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Entity destroyer;
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destroyer.texture = spriteSheet;
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destroyer.position = {WORLD_WIDTH/2.0f, WORLD_HEIGHT/2.0f, 58.0f, 512.0f};
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destroyer.srcRect = {0, 0, 58, 512}; // Static source rectangle
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destroyer.angle = 0;
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// Initialize player
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Entity destroyer;
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destroyer.texture = spriteSheet;
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destroyer.set_offset(destroyer_width / 2, destroyer_height / 2);
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destroyer.position() = {WORLD_WIDTH / 2.0f, WORLD_HEIGHT / 2.0f, 58.0f,
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512.0f};
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destroyer.srcRect = {0, 0, destroyer_width,
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destroyer_height}; // Static source rectangle
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destroyer.angle = 0;
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// Initialize camera
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Camera camera;
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bool running = true;
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Uint64 lastFrameTime = SDL_GetTicksNS();
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float deltaTime = 0.0f;
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// Initialize camera
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Camera camera;
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bool running = true;
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Uint64 lastFrameTime = SDL_GetTicksNS();
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float deltaTime = 0.0f;
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while (running) {
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const Uint64 frameStart = SDL_GetTicksNS();
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while (running) {
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const Uint64 frameStart = SDL_GetTicksNS();
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// Event handling
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT) running = false;
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if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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// Check specific button (e.g., left mouse button)
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if (event.button.button == SDL_BUTTON_LEFT) {
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printf("Left mouse clicked at (%.1f, %.1f)\nCamera position: (%.1f, %.1f)\nTarget position: (%.1f, %.1f)\n",
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event.button.x, event.button.y, camera.view.x, camera.view.y, camera.view.x+event.button.x, camera.view.y+event.button.y);
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destroyer.Tposition.x = camera.view.x+event.button.x;
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destroyer.Tposition.y = camera.view.y+event.button.y;
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destroyer.gotoT = true;
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}
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}
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// Event handling
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT)
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running = false;
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if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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// Check specific button (e.g., left mouse button)
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if (event.button.button == SDL_BUTTON_LEFT) {
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printf("Left mouse clicked at (%.1f, %.1f)\nCamera position: (%.1f, "
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"%.1f)\nTarget position: (%.1f, %.1f)\n",
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event.button.x, event.button.y, camera.view.x, camera.view.y,
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camera.view.x + event.button.x,
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camera.view.y + event.button.y);
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destroyer.Tposition.x = camera.view.x + event.button.x;
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destroyer.Tposition.y = camera.view.y + event.button.y;
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destroyer.gotoT = true;
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}
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// Input handling
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const bool* keystate = SDL_GetKeyboardState(NULL);
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// Toggle camera mode with C key
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static Uint32 lastToggle = 0;
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if (keystate[SDL_SCANCODE_C] && (SDL_GetTicks() - lastToggle > 200)) {
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camera.followPlayer = !camera.followPlayer;
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lastToggle = SDL_GetTicks();
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}
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// Player movement
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int moveX = keystate[SDL_SCANCODE_RIGHT] - keystate[SDL_SCANCODE_LEFT];
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int moveY = keystate[SDL_SCANCODE_DOWN] - keystate[SDL_SCANCODE_UP];
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// There is propably more eficient way to do this
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switch (moveX) {
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case 1:
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switch (moveY) {
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case 1:
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destroyer.angle = 135;
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break;
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case -1:
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destroyer.angle = 45;
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break;
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default:
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destroyer.angle = 90;
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}
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break;
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case -1:
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switch (moveY) {
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case 1:
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destroyer.angle = 225;
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break;
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case -1:
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destroyer.angle = 315;
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break;
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default:
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destroyer.angle = 270;
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}
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break;
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default:
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switch (moveY) {
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case 1:
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destroyer.angle = 180;
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break;
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case -1:
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destroyer.angle = 0;
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break;
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}
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}
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destroyer.position.x += (float)moveX * destroyer.speed * deltaTime;
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destroyer.position.y += (float)moveY * destroyer.speed * deltaTime;
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if(destroyer.gotoT) {
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destroyer.angle = std::atan2(destroyer.Tposition.y - destroyer.position.y, destroyer.Tposition.x - destroyer.position.x) * 180 / M_PI;
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}
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// Camera movement
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if (camera.followPlayer) {
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float targetX = destroyer.position.x + destroyer.position.w/2 - camera.view.w/2;
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float targetY = destroyer.position.y + destroyer.position.h/2 - camera.view.h/2;
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camera.view.x += (targetX - camera.view.x) * camera.smoothness;
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camera.view.y += (targetY - camera.view.y) * camera.smoothness;
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} else {
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float camMoveX = keystate[SDL_SCANCODE_D] - keystate[SDL_SCANCODE_A];
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float camMoveY = keystate[SDL_SCANCODE_S] - keystate[SDL_SCANCODE_W];
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camera.view.x += camMoveX * camera.speed * deltaTime;
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camera.view.y += camMoveY * camera.speed * deltaTime;
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}
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// World bounds
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destroyer.position.x = SDL_clamp(destroyer.position.x, 0.0f, WORLD_WIDTH - destroyer.position.w);
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destroyer.position.y = SDL_clamp(destroyer.position.y, 0.0f, WORLD_HEIGHT - destroyer.position.h);
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camera.view.x = SDL_clamp(camera.view.x, 0.0f, WORLD_WIDTH - camera.view.w);
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camera.view.y = SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
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//ANIMATION HERE
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// Rendering
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SDL_SetRenderDrawColor(renderer, 30, 30, 45, 255);
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SDL_RenderClear(renderer);
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// Draw background
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if (bgTexture) {
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SDL_FRect bgDest = { -camera.view.x, -camera.view.y, WORLD_WIDTH, WORLD_HEIGHT };
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SDL_RenderTexture(renderer, bgTexture, NULL, &bgDest);
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}
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// Draw player (simplified without animation)
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SDL_FRect srcFRect;
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SDL_RectToFRect(&destroyer.srcRect, &srcFRect);
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SDL_FRect destRect = {
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destroyer.position.x - camera.view.x,
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destroyer.position.y - camera.view.y,
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destroyer.position.w,
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destroyer.position.h
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};
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SDL_RenderTextureRotated(renderer, destroyer.texture, &srcFRect, &destRect, destroyer.angle, nullptr, SDL_FLIP_NONE);
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SDL_RenderPresent(renderer);
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// Frame timing (unchanged)
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const Uint64 frameTime = SDL_GetTicksNS() - frameStart;
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if (frameTime < TARGET_FRAME_TIME_NS) {
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const Uint64 sleepTime = TARGET_FRAME_TIME_NS - frameTime;
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SDL_DelayNS(sleepTime - 2'000'000);
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while (SDL_GetTicksNS() - frameStart < TARGET_FRAME_TIME_NS) {}
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}
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deltaTime = (SDL_GetTicksNS() - lastFrameTime) / 1e9f;
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lastFrameTime = SDL_GetTicksNS();
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}
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}
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// Cleanup
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SDL_DestroyTexture(spriteSheet);
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SDL_DestroyTexture(bgTexture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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// Input handling
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const bool *keystate = SDL_GetKeyboardState(NULL);
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// Toggle camera mode with C key
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static Uint32 lastToggle = 0;
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if (keystate[SDL_SCANCODE_C] && (SDL_GetTicks() - lastToggle > 200)) {
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camera.followPlayer = !camera.followPlayer;
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lastToggle = SDL_GetTicks();
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}
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// Player movement
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int moveX = keystate[SDL_SCANCODE_RIGHT] - keystate[SDL_SCANCODE_LEFT];
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int moveY = keystate[SDL_SCANCODE_DOWN] - keystate[SDL_SCANCODE_UP];
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// There is propably more eficient way to do this
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switch (moveX) {
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case 1:
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switch (moveY) {
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case 1:
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destroyer.angle = 135;
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break;
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case -1:
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destroyer.angle = 45;
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break;
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default:
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destroyer.angle = 90;
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}
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break;
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case -1:
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switch (moveY) {
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case 1:
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destroyer.angle = 225;
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break;
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case -1:
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destroyer.angle = 315;
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break;
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default:
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destroyer.angle = 270;
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}
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break;
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default:
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switch (moveY) {
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case 1:
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destroyer.angle = 180;
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break;
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case -1:
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destroyer.angle = 0;
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break;
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}
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}
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float step = destroyer.speed * deltaTime;
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destroyer.position().x += (float)moveX * step;
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destroyer.position().y += (float)moveY * step;
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if (destroyer.gotoT) {
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float dx = destroyer.Tposition.x - destroyer.position().x;
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float dy = destroyer.Tposition.y - destroyer.position().y;
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destroyer.angle = std::atan2(dy, dx) * 180 / M_PI;
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float distance = std::sqrt(dx * dx + dy * dy);
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if (distance > 0) {
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dx /= distance;
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dy /= distance;
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if (distance <= step) {
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destroyer.position().x = destroyer.Tposition.x;
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destroyer.position().y = destroyer.Tposition.y;
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} else {
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destroyer.position().x += dx * step;
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destroyer.position().y += dy * step;
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}
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} else {
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destroyer.gotoT = false;
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}
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}
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// Camera movement
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if (camera.followPlayer) {
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float targetX = destroyer.position().x + destroyer.position().w / 2 -
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camera.view.w / 2;
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float targetY = destroyer.position().y + destroyer.position().h / 2 -
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camera.view.h / 2;
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camera.view.x += (targetX - camera.view.x) * camera.smoothness;
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camera.view.y += (targetY - camera.view.y) * camera.smoothness;
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} else {
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float camMoveX = keystate[SDL_SCANCODE_D] - keystate[SDL_SCANCODE_A];
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float camMoveY = keystate[SDL_SCANCODE_S] - keystate[SDL_SCANCODE_W];
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camera.view.x += camMoveX * camera.speed * deltaTime;
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camera.view.y += camMoveY * camera.speed * deltaTime;
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}
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// World bounds
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destroyer.position().x = SDL_clamp(destroyer.position().x, 0.0f,
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WORLD_WIDTH - destroyer.position().w);
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destroyer.position().y = SDL_clamp(destroyer.position().y, 0.0f,
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WORLD_HEIGHT - destroyer.position().h);
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camera.view.x = SDL_clamp(camera.view.x, 0.0f, WORLD_WIDTH - camera.view.w);
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camera.view.y =
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SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
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// ANIMATION HERE
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// Rendering
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SDL_SetRenderDrawColor(renderer, 30, 30, 45, 255);
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SDL_RenderClear(renderer);
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// Draw background
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if (bgTexture) {
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SDL_FRect bgDest = {-camera.view.x, -camera.view.y, WORLD_WIDTH,
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WORLD_HEIGHT};
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SDL_RenderTexture(renderer, bgTexture, NULL, &bgDest);
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}
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// Draw player (simplified without animation)
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SDL_FRect srcFRect;
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SDL_RectToFRect(&destroyer.srcRect, &srcFRect);
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SDL_FRect destRect = {destroyer.position().x - camera.view.x,
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destroyer.position().y - camera.view.y,
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destroyer.position().w, destroyer.position().h};
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SDL_RenderTextureRotated(renderer, destroyer.texture, &srcFRect, &destRect,
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destroyer.angle, nullptr, SDL_FLIP_NONE);
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SDL_RenderPresent(renderer);
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// Frame timing (unchanged)
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const Uint64 frameTime = SDL_GetTicksNS() - frameStart;
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if (frameTime < TARGET_FRAME_TIME_NS) {
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const Uint64 sleepTime = TARGET_FRAME_TIME_NS - frameTime;
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SDL_DelayNS(sleepTime - 2'000'000);
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while (SDL_GetTicksNS() - frameStart < TARGET_FRAME_TIME_NS) {
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}
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}
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deltaTime = (SDL_GetTicksNS() - lastFrameTime) / 1e9f;
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lastFrameTime = SDL_GetTicksNS();
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}
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// Cleanup
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SDL_DestroyTexture(spriteSheet);
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SDL_DestroyTexture(bgTexture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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125
src/types.hpp
125
src/types.hpp
@ -1,63 +1,82 @@
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#include "const.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include "const.hpp"
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#include <iostream>
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struct Angle360 {
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private:
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int value{0};
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void normalize() {
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value %= 360;
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if (value < 0) value += 360; // Handle negative values
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}
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public:
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// Constructor
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Angle360(int val = 0) : value(val) { normalize(); }
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// Assignment operator
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Angle360& operator=(int val) {
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value = val;
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normalize();
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return *this;
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}
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// Compound assignment
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Angle360& operator+=(int rhs) {
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value += rhs;
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normalize();
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return *this;
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}
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Angle360& operator-=(int rhs) {
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value -= rhs;
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normalize();
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return *this;
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}
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// Type conversion
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operator int() const { return value; }
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// Stream output
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friend std::ostream& operator<<(std::ostream& os, const Angle360& a) {
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return os << a.value;
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}
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private:
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int value{0};
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void normalize() {
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value %= 360;
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if (value < 0)
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value += 360; // Handle negative values
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}
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public:
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// Constructor
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Angle360(int val = 0) : value(val) { normalize(); }
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// Assignment operator
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Angle360 &operator=(int val) {
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value = val;
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normalize();
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return *this;
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}
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// Compound assignment
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Angle360 &operator+=(int rhs) {
|
||||
value += rhs;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
Angle360 &operator-=(int rhs) {
|
||||
value -= rhs;
|
||||
normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Type conversion
|
||||
operator int() const { return value; }
|
||||
|
||||
// Stream output
|
||||
friend std::ostream &operator<<(std::ostream &os, const Angle360 &a) {
|
||||
return os << a.value;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct Entity {
|
||||
SDL_FRect position;
|
||||
SDL_FRect Tposition;
|
||||
bool gotoT;
|
||||
SDL_Texture* texture;
|
||||
SDL_Rect srcRect;
|
||||
float speed = 250.0f;
|
||||
Angle360 angle;
|
||||
private:
|
||||
SDL_FRect m_position;
|
||||
SDL_FPoint m_offset{0, 0}; // Default offset
|
||||
|
||||
public:
|
||||
// Direct access reference with auto-sync
|
||||
SDL_FRect &position() { return m_position; }
|
||||
const SDL_FRect &position() const { return m_position; }
|
||||
|
||||
// Computed central position (always fresh)
|
||||
SDL_FRect Central_position() const {
|
||||
return {m_position.x + m_offset.x, m_position.y + m_offset.y, m_position.w,
|
||||
m_position.h};
|
||||
}
|
||||
|
||||
// Set offset values
|
||||
void set_offset(float x, float y) { m_offset = {x, y}; }
|
||||
|
||||
// --- Existing members ---
|
||||
SDL_FRect Tposition;
|
||||
bool gotoT;
|
||||
SDL_Texture *texture;
|
||||
SDL_Rect srcRect;
|
||||
float speed = 250.0f;
|
||||
Angle360 angle;
|
||||
};
|
||||
|
||||
|
||||
struct Camera {
|
||||
SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
|
||||
bool followPlayer = false;
|
||||
float speed = 500.0f;
|
||||
float smoothness = 0.1f;
|
||||
SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
|
||||
bool followPlayer = false;
|
||||
float speed = 500.0f;
|
||||
float smoothness = 0.1f;
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user