More organization and maps isolation
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1d7431ee83
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b62718250a
Before Width: | Height: | Size: 361 KiB After Width: | Height: | Size: 361 KiB |
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@ -11,9 +11,12 @@ Camera::Camera(int mapWidth, int mapHeight,int screenWidth, int screenHeight){
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void Camera::update(int playerX, int playerY){
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//Make the camera move when the player hits the middle of the screen
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if(mW != scW){
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if(playerX >= scW/2) posX = playerX - scW/2;
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else posX = 0;
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if(playerX >= mW - scW/2) posX = mW - scW;
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}
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else posX = 0;
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};
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int Camera::getPosX(){
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@ -7,8 +7,6 @@ void Core::init(){
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gWindow = SDL_CreateWindow("Platform Test!",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,SCREEN_WIDTH,SCREEN_HEIGHT,SDL_WINDOW_SHOWN);
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gRenderer = SDL_CreateRenderer(gWindow,-1,SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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SDL_SetRenderDrawColor(gRenderer,0xFF,0xFF,0xFF,0xFF);
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sz = SCREEN_WIDTH/16;
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}
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void Core::close(){
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@ -23,79 +21,24 @@ void Core::close(){
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int Core::coreInit(){
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init();
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Maps maps(gRenderer);
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int gamestate = 0;
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//-1 = quit, 0 = Menu, 1 = playing,
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while (gamestate != -1){
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if(gamestate == 0) gamestate = menu(gRenderer);
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if(gamestate == 1) gamestate = map1();
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while(gamestate != -1){
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switch(gamestate){
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case 0:
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gamestate = menu(gRenderer);
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break;
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case 1:
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gamestate = maps.map1();
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break;
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case 2:
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gamestate = maps.map2();
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}
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}
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close();
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return 0;
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};
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int Core::map1(){
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//Set the map dimensions
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int mapWidth = 36*sz;
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int mapHeight = 12*sz;
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//set the window's (renderer) dimensions
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int screenWidth, screenHeight;
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SDL_GetRendererOutputSize(gRenderer,&screenWidth,&screenHeight);
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//Initialize the player, set its position, pass the map's size and set the renderer
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Player player(40,8*sz,mapHeight,gRenderer);
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//Set the camera and pass the map and screen's dimensions
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Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
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//Initialize the block class and set the player and the renderer
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Block ground(gRenderer,&player);
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//Set the quantity and size of the blocks
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int blockRect[5][4];
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setRectSize(blockRect[0], 8*sz, 7*sz, 2*sz,2*sz);
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setRectSize(blockRect[1], 4*sz, 9*sz, sz,2*sz);
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setRectSize(blockRect[2], 6*sz, 9*sz, sz,2*sz);
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setRectSize(blockRect[3], 0 ,11*sz,16*sz, sz);
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setRectSize(blockRect[4],20*sz,11*sz,16*sz, sz);
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//Initialize the powerup, set his position, pass the renderer and the player
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Powerup powerup(13*sz,8*sz,gRenderer,&player);
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bool quit = false;
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SDL_Event e;
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//Game loop
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while(quit == false){
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while(SDL_PollEvent(&e)!=0){
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if(e.type == SDL_QUIT){
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quit = true;
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}
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}
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SDL_SetRenderDrawColor(gRenderer,0,0,100,0xFF);
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SDL_RenderClear(gRenderer);
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camera.update(player.getRectangle().x,player.getRectangle().y);
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if(player.print(camera.getPosX()) == 1) return 0;
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for(int i = 0; i < 5; i++){
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ground.printAndCheck(blockRect[i],camera.getPosX());
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}
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powerup.printAndCheck(camera.getPosX());
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SDL_RenderPresent(gRenderer);
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}
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return -1;
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};
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void Core::setRectSize(int rect[],int x, int y, int w, int h){
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rect[0] = x;
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rect[1] = y;
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rect[2] = w;
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rect[3] = h;
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}
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@ -5,12 +5,8 @@
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#include<iostream>
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#include<SDL.h>
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#include"entity/entity.h"
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#include"entity/player.h"
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#include"entity/block.h"
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#include"entity/powerup.h"
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#include"camera.h"
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#include"menu.h"
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#include"maps.h"
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class Core{
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public:
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@ -24,7 +20,6 @@ class Core{
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const int SCREEN_WIDTH = 640;
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const int SCREEN_HEIGHT = 480;
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int sz;
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SDL_Window* gWindow = NULL;
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SDL_Renderer* gRenderer = NULL;
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@ -1,4 +1,4 @@
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//Delta time class header<
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//Delta time class header
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#ifndef __DT_H_INCLUDED__
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#define __DT_H_INCLUDED__
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@ -2,6 +2,26 @@
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#include"player.h"
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Player::Player(int x,int y, int lvlH, SDL_Renderer* render){
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levelHeight = lvlH;
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posX = x;
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posY = y;
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szW = 40;
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szH = 40;
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rect.w = szW;
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rect.h = szH;
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power = 0;
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renderer = render;
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ply.setRenderer(renderer);
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loadMedia();
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ground = false;
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};
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int Player::print(int cameraX){
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oldPosX = posX;
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oldPosY = posY;
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return 0;
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};
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Player::Player(int x,int y, int lvlH, SDL_Renderer* render){
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levelHeight = lvlH;
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posX = x;
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posY = y;
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szW = 40;
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szH = 40;
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rect.w = szW;
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rect.h = szH;
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renderer = render;
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ply.setRenderer(&renderer);
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loadMedia();
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//first = true;
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ground = false;
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};
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void Player::loadMedia(){
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ply.loadTexture("textures/player.png");
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@ -21,25 +21,24 @@ class Player: public Entity{
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void loadMedia();
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void move();
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int intVelX();
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SDL_Rect plyFrame[3];
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SDL_Rect plyRun;
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SDL_Renderer* renderer;
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DeltaTime dTime;
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Texture ply;
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bool ground;
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bool topCollision;
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bool ground, topCollision;
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bool isRunning = false;
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bool ifRunning = false;
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//int posX, posY;
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float velocityX = 0;
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float velocityY = 0;
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//int posX, posY;
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int oldPosX, oldPosY;
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int power = 0;
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int power;
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int levelHeight;
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Texture ply;
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SDL_Rect plyFrame[3];
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SDL_Rect plyRun;
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};
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#endif
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@ -1,6 +1,6 @@
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#ifndef RESOURCE_RC_INCLUDED
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#define RESOURCE_RC_INCLUDED
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1 ICON "icon.ico"
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1 ICON "../assets/icon.ico"
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#endif // RESOURCE_RC_INCLUDED
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@ -0,0 +1,118 @@
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#include "maps.h"
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Maps::Maps(SDL_Renderer* render){
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//Set renderer
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renderer = render;
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//set the window's (renderer) dimensions
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SDL_GetRendererOutputSize(renderer,&screenWidth,&screenHeight);
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//Set unit size
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sz = screenWidth/16;
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//Set keyboard input
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currentKeyStates = SDL_GetKeyboardState(NULL);
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};
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int Maps::map1(){
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//Set the map dimensions
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int mapWidth = 36*sz;
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int mapHeight = screenHeight;
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//Initialize the player, set its position, pass the map's size and set the renderer
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Player player(40,8*sz,mapHeight,renderer);
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//Set the camera and pass the map and screen's dimensions
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Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
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//Initialize the block class and set the player and the renderer
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Block ground(renderer,&player);
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//Set the quantity and size of the blocks
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int blockRect[5][4];
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setRectSize(blockRect[0], 8*sz, 7*sz, 2*sz,2*sz);
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setRectSize(blockRect[1], 4*sz, 9*sz, sz,2*sz);
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setRectSize(blockRect[2], 6*sz, 9*sz, sz,2*sz);
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setRectSize(blockRect[3], 0 ,11*sz,16*sz, sz);
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setRectSize(blockRect[4],20*sz,11*sz,16*sz, sz);
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//Initialize the powerup, set his position, pass the renderer and the player
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Powerup powerup(13*sz,8*sz,renderer,&player);
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bool quit = false;
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SDL_Event e;
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//Game loop
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while(quit == false){
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while(SDL_PollEvent(&e)!=0){
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if(e.type == SDL_QUIT){
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quit = true;
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}
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}
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if(currentKeyStates[SDL_SCANCODE_ESCAPE]) return 0;
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//Clear the render and set the background color
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SDL_SetRenderDrawColor(renderer,0,0,100,0xFF);
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SDL_RenderClear(renderer);
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//Update the camera position
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camera.update(player.getRectangle().x,player.getRectangle().y);
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//Print player
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if(player.print(camera.getPosX()) == 1) map1();
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//Print the blocks the corresponding dimensions and positions and check collisions
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for(int i = 0; i < 5; i++) ground.printAndCheck(blockRect[i],camera.getPosX());
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//Print the poweup and check collisions
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powerup.printAndCheck(camera.getPosX());
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//Render
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SDL_RenderPresent(renderer);
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}
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return -1;
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};
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int Maps::map2(){
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int mapWidth = screenWidth;
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int mapHeight = screenHeight;
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Player player(40,8*sz,mapHeight,renderer);
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Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
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Block ground(renderer,&player);
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Powerup powerup(13*sz,8*sz,renderer,&player);
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int blockRect[4];
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setRectSize(blockRect, 0 ,11*sz,16*sz, sz);
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bool quit = false;
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SDL_Event e;
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while(quit == false){
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while(SDL_PollEvent(&e)!=0){
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if(e.type == SDL_QUIT){
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quit = true;
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}
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}
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if(currentKeyStates[SDL_SCANCODE_ESCAPE]) return 0;
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SDL_SetRenderDrawColor(renderer,0,0,100,0xFF);
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SDL_RenderClear(renderer);
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camera.update(player.getRectangle().x,player.getRectangle().y);
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if(player.print(camera.getPosX()) == 1) map2();
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ground.printAndCheck(blockRect,camera.getPosX());
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powerup.printAndCheck(camera.getPosX());
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SDL_RenderPresent(renderer);
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}
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return -1;
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};
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void Maps::setRectSize(int rect[],int x, int y, int w, int h){
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rect[0] = x;
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rect[1] = y;
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rect[2] = w;
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rect[3] = h;
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}
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@ -0,0 +1,26 @@
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#ifndef MAPS_H
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#define MAPS_H
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#include<iostream>
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#include<SDL.h>
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#include"entity/player.h"
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#include"entity/block.h"
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#include"entity/powerup.h"
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#include"camera.h"
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class Maps{
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public:
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Maps(SDL_Renderer* render);
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int map1();
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int map2();
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private:
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void setRectSize(int rect[], int x, int y,int w,int h);
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SDL_Renderer* renderer;
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int sz;
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int screenWidth, screenHeight;
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const Uint8* currentKeyStates;
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};
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#endif // MAPS_H
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@ -8,7 +8,7 @@ int menu(SDL_Renderer* renderer){
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SDL_Event e;
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Texture txLogo;
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txLogo.setRenderer(&renderer);
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txLogo.setRenderer(renderer);
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txLogo.loadTexture("textures/title.png");
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int logoVmargin = 40;
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}
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if(currentKeyStates[SDL_SCANCODE_SPACE]){
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if(select == 0) return 1;
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else if(select == 1) return 2;
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else if(select == 2) break;
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}
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@ -5,17 +5,21 @@ Texture::Texture(){
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szW = 0;
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szH = 0;
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//Set the SDL_Texture to null
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texture = NULL;
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//Initialize the SDL_Image library
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IMG_Init(IMG_INIT_PNG);
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//Set renderer
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};
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void Texture::setRenderer(SDL_Renderer** render){
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void Texture::setRenderer(SDL_Renderer* render){
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//Set renderer
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renderer = render;
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};
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Texture::~Texture(){
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//Deallocate
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//free();
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//Deallocate the texture when the class closes
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free();
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};
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void Texture::loadTexture(std::string path){
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@ -31,11 +35,10 @@ void Texture::loadTexture(std::string path){
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else{
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//Create texture from surface pixels
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texture = SDL_CreateTextureFromSurface
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(*renderer,loadedSurface);
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(renderer,loadedSurface);
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if(texture == NULL){
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std::cout << "Couldn't to create texture from "
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<< path.c_str() << std::endl;
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std::cout << "Couldn't create texture from " << path.c_str() << std::endl;
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}
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else{
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//Get image dimensions
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@ -58,23 +61,15 @@ void Texture::free(){
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};
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void Texture::render(SDL_Rect* quad,SDL_Rect* frame){
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//void Texture::render(SDL_Rect* quad){
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//Set clip rendering dimensions
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/*if(frame != NULL){
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quad.w = frame->w;
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quad.h = frame->h;
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}*/
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//Render to screen
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SDL_RenderCopy(*renderer,texture,frame,quad);
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//SDL_RenderFillRect(*renderer,quad);
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//std::cout << "ye" << std::endl;
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//Render the texture
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SDL_RenderCopy(renderer,texture,frame,quad);
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};
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void Texture::render(SDL_Rect* quad){
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//Make a frame of the size of the quad
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SDL_Rect frame = {0,0,quad->w,quad->h};
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SDL_RenderCopy(*renderer,texture,&frame,quad);
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//Render the texture
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SDL_RenderCopy(renderer,texture,&frame,quad);
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};
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int Texture::getWidth(){
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@ -16,14 +16,14 @@ class Texture{
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void free();
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void render(SDL_Rect* quad,SDL_Rect* frame);
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void render(SDL_Rect* quad);
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//void render(SDL_Rect* quad);
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int getWidth();
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int getHeight();
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void setRenderer (SDL_Renderer** render);
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void setRenderer (SDL_Renderer* render);
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private:
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SDL_Texture* texture = NULL;
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SDL_Texture* texture;
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SDL_Renderer* renderer;
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int szW, szH;
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SDL_Renderer** renderer;
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};
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#endif
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