Music and textures
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ccc5467d64
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@ -46,3 +46,4 @@ obj/
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*.project.cpp
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source/collisions.cpp
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source/collisions.h
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*.psd
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@ -1 +1 @@
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1 7 5 8 7 2 2 4 9 1 2 6 9 1 2 0 11 16 1 20 11 16 1
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1 7 1 0 11 32 1
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@ -18,6 +18,6 @@ void Block::printAndCheck(int dimensions[], int cameraX){
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rect.x = dimensions[0] - cameraX;
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//Set render color and render the rectangle
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SDL_SetRenderDrawColor(renderer,0,0xFF,0,0xFF);
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SDL_SetRenderDrawColor(renderer,169,145,73,0xFF);
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SDL_RenderFillRect(renderer,&rect);
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};
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@ -1,6 +1,11 @@
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#include "maps.h"
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Maps::Maps(SDL_Renderer* render){
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int sound = 1;
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if(sound == true){
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Mix_OpenAudio( 44100, MIX_DEFAULT_FORMAT, 2, 2048 );
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}
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//Set renderer
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renderer = render;
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@ -27,6 +32,11 @@ Maps::~Maps(){
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for(int i = 0; i < blockTotal; ++i) delete blockRect[i];
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//Deallocate
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delete blockRect;
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//Free the music
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Mix_FreeMusic( gMusic );
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gMusic = NULL;
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};
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void Maps::loadMap(std::string path){
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@ -58,7 +68,12 @@ void Maps::loadMap(std::string path){
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if(blockRect[i][1]+blockRect[i][3] > mapHeight) mapHeight = blockRect[i][1]+blockRect[i][3];
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}
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//Very descriptive by itself
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gMusic = Mix_LoadMUS( "assets/sand-castle.ogg" );
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if( gMusic == NULL ){
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std::cout << "Failed to load beat music! SDL_mixer Error: " << Mix_GetError() << std::endl;
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}
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//Close the opened file
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map.close();
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};
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@ -71,6 +86,29 @@ int Maps::map(std::string mapName){
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SDL_Color textColor = {0xFF,0xFF,0xFF};
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level.loadFromRendererText("level: " + mapName,textColor);
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Texture sandCastle;
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sandCastle.setRenderer(renderer);
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sandCastle.loadTexture("textures/castle.png");
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SDL_Rect castleQuad = {6*sz,2*sz,sandCastle.getWidth(),sandCastle.getHeight()};
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Texture sandMiddle;
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sandMiddle.setRenderer(renderer);
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sandMiddle.loadTexture("textures/sand-middleground.png");
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SDL_Rect middleQuad = {0,0,sandMiddle.getWidth(),sandMiddle.getHeight()};
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float sandParallax = 0.5;
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Texture stars;
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stars.setRenderer(renderer);
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stars.loadTexture("textures/stars.png");
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SDL_Rect starsQuad = {0,0,stars.getWidth(),stars.getHeight()};
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float starsParallax = 0.2;
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/*Texture clouds;
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clouds.setRenderer(renderer);
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clouds.loadTexture("textures/clouds.png");
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SDL_Rect cloudsQuad = {sz,sz/2,clouds.getWidth(),clouds.getHeight()};
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int cloudsParallax = 3;*/
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SDL_Rect levelRect = {10,10,level.getWidth(),level.getHeight()};
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//Initialize the player, set its position, pass the map's size and set the renderer
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@ -85,6 +123,8 @@ int Maps::map(std::string mapName){
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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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Mix_PlayMusic( gMusic, -1 );
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bool quit = false;
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SDL_Event e;
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@ -95,10 +135,13 @@ int Maps::map(std::string mapName){
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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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if(currentKeyStates[SDL_SCANCODE_ESCAPE]){
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musicQuit();
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return 0;
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}
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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_SetRenderDrawColor(renderer,10,20,73,0xFF);
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SDL_RenderClear(renderer);
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level.render(&levelRect);
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@ -106,6 +149,11 @@ int Maps::map(std::string mapName){
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//Update the camera position
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camera.update(player.getRectangle().x,player.getRectangle().y);
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stars.render(&starsQuad,camera.getPosX(),starsParallax);
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//clouds.render(&cloudsQuad,camera.getPosX(),cloudsParallax,1);
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sandMiddle.render(&middleQuad,camera.getPosX(),sandParallax);
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sandCastle.render(&castleQuad,camera.getPosX());
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//Print player
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if(player.print(camera.getPosX()) == 1) return 1;
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@ -118,6 +166,13 @@ int Maps::map(std::string mapName){
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//Render
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SDL_RenderPresent(renderer);
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}
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musicQuit();
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return -1;
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};
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void Maps::musicQuit(){
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Mix_HaltMusic();
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//Free the music
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Mix_FreeMusic( gMusic );
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gMusic = NULL;
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};
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@ -10,6 +10,7 @@
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#include<fstream>
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#include<algorithm>
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#include"texture.h"
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#include<SDL_mixer.h>
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class Maps{
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public:
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@ -18,6 +19,7 @@ class Maps{
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int map(std::string mapName);
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private:
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void loadMap(std::string path);
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void musicQuit();
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SDL_Renderer* renderer;
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@ -28,6 +30,8 @@ class Maps{
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int mapWidth, mapHeight;
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int playerPosX, playerPosY;
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const Uint8* currentKeyStates;
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Mix_Music *gMusic = NULL;
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};
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#endif // MAPS_H
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@ -111,6 +111,54 @@ void Texture::render(SDL_Rect* quad){
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SDL_RenderCopy(renderer,texture,&frame,quad);
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};
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void Texture::render(SDL_Rect* quad, int cameraX){
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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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quad->x = quad->x - cameraX;
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//Render the texture
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SDL_RenderCopy(renderer,texture,&frame,quad);
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quad->x = quad->x + cameraX;
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};
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void Texture::render(SDL_Rect* quad, int cameraX,float parallax){
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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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quad->x = quad->x - cameraX * parallax;
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//Render the texture
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SDL_RenderCopy(renderer,texture,&frame,quad);
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quad->x = quad->x + cameraX * parallax;
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};
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/*void Texture::render(SDL_Rect* quad, int cameraX,int parallax, int vel){
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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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quad->x -= cameraX / parallax;
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quad->x += vel;
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if(quad->x >= 160){
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quad->x -= 160 + szW;
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if(quad->x >= 0){
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quad->x += 160 + szW;
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}
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else SDL_RenderCopy(renderer,texture,&frame,quad);
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quad->x += 160 + szW;
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}
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//Render the texture
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SDL_RenderCopy(renderer,texture,&frame,quad);
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quad->x += cameraX / parallax;
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};*/
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int Texture::getWidth(){
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return szW;
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};
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@ -15,9 +15,14 @@ class Texture{
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~Texture();
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void loadTexture(std::string path);
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bool loadFromRendererText(std::string textureText, SDL_Color textColor);
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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, int cameraX,float parallax);
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void render(SDL_Rect* quad, int cameraX);
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//void render(SDL_Rect* quad, int cameraX,int parallax, int vel);
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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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