removed trash
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73a7be3f43
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34
src/init.cpp
34
src/init.cpp
@ -1,18 +1,18 @@
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#include "init.hpp"
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#include "color.h"
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#include "main.hpp"
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#include <csignal>
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#include <cstdlib>
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#include <fstream>
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#include <iostream>
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#include <nlohmann/json.hpp>
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#include <ostream>
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#include <string>
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#include <csignal>
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#include "main.hpp"
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#include <iostream>
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#include <cstdlib>
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#include "color.h"
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using json = nlohmann::json;
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void init_entity(Entity &entity, SDL_Renderer *renderer,std::string type, std::string name) {
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void init_entity(Entity &entity, SDL_Renderer *renderer, std::string type,
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std::string name) {
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json entities;
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try {
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std::ifstream entitiesF("./assets/entities.json");
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@ -29,26 +29,16 @@ void init_entity(Entity &entity, SDL_Renderer *renderer,std::string type, std::s
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loaded_entities.push_back(&entity);
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std::clog << entities[type];
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entity.texture = IMG_LoadTexture(renderer, entities[type][name]["texture"].get<std::string>().c_str());
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entity.texture = IMG_LoadTexture(
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renderer, entities[type][name]["texture"].get<std::string>().c_str());
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if(entity.texture == NULL) {
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std::cerr << "\n" << RED"[ERROR]" << RESET" failed to load texture\n";
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if (entity.texture == NULL) {
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std::cerr << "\n" << RED "[ERROR]" << RESET " failed to load texture\n";
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exit(ENOENT);
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}
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entity.width = entities[type][name]["width"].get<unsigned int>();
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entity.height = entities[type][name]["height"].get<unsigned int>();
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entity.srcRect = {0, 0, static_cast<int>(entity.width),
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static_cast<int>(entity.height)};
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entity.set_central_offset(static_cast<float>(entity.width) / 2, static_cast<float>(entity.height) / 2);
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entity.srcRect = {0, 0, entities[type][name]["width"].get<int>(),
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entities[type][name]["height"].get<int>()};
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entity.speed = entities[type][name]["speed"].get<float>();
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std::clog << entity.speed;
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entity.position().x +=100;
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}
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58
src/main.cpp
58
src/main.cpp
@ -1,22 +1,23 @@
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#include "init.hpp"
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#include "exitcleanup.hpp"
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#include "init.hpp"
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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 <csignal>
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#include <iostream>
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#include <vector>
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#include <csignal>
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std::vector<Entity*> loaded_entities;
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std::vector<Entity *> loaded_entities;
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sdl_session main_sdl_session;
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int main() {
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SDL_Init(SDL_INIT_VIDEO);
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main_sdl_session.window =
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SDL_CreateWindow("Naval Swarm", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
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SDL_Renderer *renderer = SDL_CreateRenderer( main_sdl_session.window, "gpu,vulcan");
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SDL_Renderer *renderer =
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SDL_CreateRenderer(main_sdl_session.window, "gpu,vulcan");
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// Load textures
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SDL_Texture *bgTexture = IMG_LoadTexture(renderer, "assets/background.png");
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@ -25,10 +26,11 @@ int main() {
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Entity destroyer;
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init_entity(destroyer, renderer, "ship", "destroyer");
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destroyer.position() = {WORLD_WIDTH / 2.0f, WORLD_HEIGHT / 2.0f, static_cast<float>(destroyer.width),static_cast<float>(destroyer.height)};
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destroyer.position = {WORLD_WIDTH / 2.0f, WORLD_HEIGHT / 2.0f,
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static_cast<float>(destroyer.srcRect.w),
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static_cast<float>(destroyer.srcRect.h)};
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// Initialize camera
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Camera camera;
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bool running = true;
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@ -110,8 +112,8 @@ int main() {
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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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destroyer.position.x += (float)moveX * step;
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destroyer.position.y += (float)moveY * step;
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std::clog << "step: " << step << "\n";
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if (destroyer.gotoT) {
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@ -119,7 +121,8 @@ int main() {
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float dy = destroyer.Tposition.y - destroyer.Central_position().y;
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destroyer.angle = std::atan2(dy, dx) * 180 / M_PI + 90;
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std::clog << "angle: " << destroyer.angle << "\ncalc: " << std::atan2(dy, dx) * 180 / M_PI << "\n";
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std::clog << "angle: " << destroyer.angle
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<< "\ncalc: " << std::atan2(dy, dx) * 180 / M_PI << "\n";
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float distance = std::sqrt(dx * dx + dy * dy);
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if (distance > 0) {
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@ -127,11 +130,12 @@ int main() {
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dy /= distance;
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if (distance <= step) {
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destroyer.Central_position().x = destroyer.Tposition.x;
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destroyer.Central_position().y = destroyer.Tposition.y;
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destroyer.Central_position(destroyer.Tposition.x,
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destroyer.Tposition.y);
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} else {
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destroyer.Central_position().x += dx * step;
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destroyer.Central_position().y += dy * step;
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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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@ -141,10 +145,10 @@ int main() {
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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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float targetX =
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destroyer.position.x + destroyer.position.w / 2 - camera.view.w / 2;
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float targetY =
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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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@ -155,10 +159,10 @@ int main() {
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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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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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@ -179,9 +183,9 @@ int main() {
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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_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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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <iostream>
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#include <optional>
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#ifndef TYPES_NS
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#define TYPES_NS
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@ -49,50 +50,32 @@ public:
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}
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};
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struct basic_cords {
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float x;
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float y;
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};
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struct Entity {
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private:
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SDL_FRect m_position;
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SDL_FPoint m_offset{0, 0};
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SDL_FRect m_central_cache; // New cached position
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public:
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// Direct access reference with auto-sync
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SDL_FRect& position() {
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// Update cache when position changes
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m_central_cache = {
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m_position.x + m_offset.x,
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m_position.y + m_offset.y,
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m_position.w,
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m_position.h
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};
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return m_position;
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}
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// Return reference to cached central position
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SDL_FRect& Central_position() {
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// Auto-update cache before return
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m_central_cache.x = m_position.x + m_offset.x;
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m_central_cache.y = m_position.y + m_offset.y;
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return m_central_cache;
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}
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// Set offset values with cache invalidation
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void set_central_offset(float x, float y) {
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m_offset = {x, y};
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Central_position(); // Update cache
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}
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// --- Existing members ---
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SDL_FRect Tposition;
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bool gotoT;
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SDL_Texture* texture;
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SDL_Rect srcRect;
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float speed;
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Angle360 angle = 0;
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unsigned int width;
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unsigned int height;
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};
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SDL_FRect position;
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SDL_FRect Tposition;
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bool gotoT;
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SDL_Texture *texture;
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SDL_Rect srcRect;
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float speed;
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Angle360 angle = 0;
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basic_cords Central_position(std::optional<float> x = std::nullopt,
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std::optional<float> y = std::nullopt) {
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if (x != NULL) {
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position.x = *x - position.w / 2;
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}
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if (y != NULL) {
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position.y = *y - position.h / 2;
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}
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return {position.x + position.w / 2, position.y + position.h / 2};
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}
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};
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struct Camera {
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SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
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