Main Window Class
New Placeholder Spritesheet Timer Class Key Press And Small Fixes
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7b2841235d
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7
Cell.hpp
7
Cell.hpp
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@ -10,8 +10,8 @@ class Cell : public Drawable
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bool CreateSprite();
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public:
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Cell();
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Cell(unsigned int, unsigned int, unsigned int = 1);
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void Set(unsigned int, unsigned int, unsigned int = 1);
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Cell(unsigned int, unsigned int, unsigned int = 0);
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void Set(unsigned int, unsigned int, unsigned int = 0);
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void UpdateSprite(unsigned int);
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void UpdateRotation(unsigned);
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void Draw(sf::RenderWindow *);
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@ -47,7 +47,8 @@ bool Cell::CreateSprite()
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void Cell::UpdateSprite(unsigned int index)
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{
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if(index == spriteIndex) return;
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sprite.setTextureRect(GameManager::GetConfig() -> GetSpriteRect(index));
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spriteIndex = index;
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sprite.setTextureRect(GameManager::GetConfig() -> GetSpriteRect(spriteIndex));
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}
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void Cell::UpdateRotation(unsigned direction)
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 18 KiB |
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@ -28,6 +28,7 @@ class GameConfiguration
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public:
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GameConfiguration();
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GameConfiguration(std::string = std::string());
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bool IsFullscreen();
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float GetSpriteSizeMultiplier();
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float GetAudioVolume();
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sf::Color GetBackgroundColor();
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@ -190,18 +191,15 @@ void GameConfiguration::WriteValuesToFile(std::string path)
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void GameConfiguration::LoadDefaultValues()
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{
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windowDimensions = sf::Vector2i(800, 600);
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// !! Placeholder values! Change after real sprites are added! !!
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spriteSizeMultiplier = 1.0;
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backgroundColor = sf::Color::White;
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gridSize = sf::Vector2i(10, 10);
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LoadSpriteSheet("Data\\SpriteSheet.png");
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// !! Placeholder values! Change after real sprites are added! !!
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spriteSheetCellSize = sf::Vector2i(50, 50);
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spriteSheetCellSize = sf::Vector2i(64, 64);
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spriteSizeMultiplier = 1.0;
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fullscreen = false;
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audioVolume = 1.0;
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}
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@ -234,6 +232,11 @@ sf::IntRect GameConfiguration::GetSpriteRect(unsigned int index)
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return spriteSheetRect;
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}
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bool GameConfiguration::IsFullscreen()
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{
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return fullscreen;
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}
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sf::Vector2i GameConfiguration::GetGridSize()
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{
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return gridSize;
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@ -5,13 +5,27 @@ class GameManager
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{
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private:
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static GameConfiguration *config;
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static unsigned lastInputDirection;
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public:
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static void KeyPress(sf::Keyboard::Key);
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static void SetConfig(GameConfiguration &);
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static GameConfiguration *GetConfig();
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};
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GameConfiguration *GameManager::config = NULL;
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unsigned GameManager::lastInputDirection = 0;
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void GameManager::KeyPress(sf::Keyboard::Key keycode)
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{
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switch (keycode)
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{
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case sf::Keyboard::Key::Right: case sf::Keyboard::Key::D: GameManager::lastInputDirection = 0; break;
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case sf::Keyboard::Key::Down: case sf::Keyboard::Key::S: GameManager::lastInputDirection = 1; break;
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case sf::Keyboard::Key::Left: case sf::Keyboard::Key::A: GameManager::lastInputDirection = 2; break;
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case sf::Keyboard::Key::Up: case sf::Keyboard::Key::W: GameManager::lastInputDirection = 3; break;
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}
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}
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void GameManager::SetConfig(GameConfiguration &config)
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{
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@ -3,17 +3,97 @@
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class GameWindow
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{
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private:
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sf::Event event;
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sf::Vector2i windowDimensions;
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std::string title;
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sf::Uint32 style;
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sf::RenderWindow window;
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Timer timer;
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GameConfiguration *config;
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Drawable *drawable;
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void (Drawable::*draw)(sf::RenderWindow *);
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bool isFocused;
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bool fullscreen;
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void CreateWindow();
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void CloseWindow();
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public:
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GameWindow(/* args */);
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GameWindow(std::string = "Window", sf::Uint32 = sf::Style::Titlebar | sf::Style::Close);
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void BindDrawable(Drawable *, void (Drawable::*)(sf::RenderWindow *));
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void Update();
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bool IsOpen();
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~GameWindow();
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};
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GameWindow::GameWindow(/* args */)
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void GameWindow::Update()
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{
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while (window.pollEvent(event))
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switch (event.type)
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{
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case sf::Event::Closed: CloseWindow(); break;
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case sf::Event::LostFocus: isFocused = false; break;
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case sf::Event::GainedFocus: isFocused = true; break;
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case sf::Event::KeyPressed:
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if(event.key.code == sf::Keyboard::Key::Escape)
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CloseWindow();
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GameManager::KeyPress(event.key.code);
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break;
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}
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timer.UpdateTime();
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if(!isFocused)
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return;
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window.clear(config -> GetBackgroundColor());
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((drawable)->*(draw))(&window);
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window.display();
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}
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void GameWindow::CreateWindow()
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{
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if(window.isOpen())
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return;
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sf::VideoMode videoMode(windowDimensions.x, windowDimensions.y);
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window.create(videoMode, title, fullscreen ? sf::Style::Fullscreen : style);
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window.setVerticalSyncEnabled(true);
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window.setFramerateLimit(60);
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timer.ResetTimer();
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}
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void GameWindow::CloseWindow()
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{
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if(!window.isOpen())
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return;
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window.close();
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}
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void GameWindow::BindDrawable(Drawable *drawable, void (Drawable::*draw)(sf::RenderWindow *))
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{
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this -> drawable = drawable;
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this -> draw = draw;
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}
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GameWindow::GameWindow(std::string title, sf::Uint32 style)
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{
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config = GameManager::GetConfig();
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windowDimensions = config -> GetScreenDimensions();
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fullscreen = config -> IsFullscreen();
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this -> style = style;
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this -> title = title;
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isFocused = true;
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CreateWindow();
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}
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bool GameWindow::IsOpen()
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{
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return window.isOpen();
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}
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GameWindow::~GameWindow()
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{
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CloseWindow();
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}
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@ -5,6 +5,7 @@
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#include <fstream>
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#include <cmath>
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#include <SFML/Graphics.hpp>
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#include "Timer.hpp"
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#include "GameManager.hpp"
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#include "GameConfiguration.hpp"
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#include "Drawable.hpp"
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@ -0,0 +1,47 @@
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#include "SynEngine.hpp"
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class Timer
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{
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private:
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sf::Clock clock;
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float deltaTime;
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float timePassed;
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public:
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Timer();
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void ResetTimer();
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void UpdateTime();
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float GetDeltaTime();
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float GetTimePassed();
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};
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Timer::Timer()
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{
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clock.restart();
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timePassed = 0.0;
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deltaTime = 0.0;
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}
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void Timer::ResetTimer()
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{
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clock.restart();
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timePassed = 0.0;
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deltaTime = 0.0;
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}
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void Timer::UpdateTime()
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{
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float newTimePassed = clock.getElapsedTime().asSeconds();
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deltaTime = newTimePassed - timePassed;
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timePassed = newTimePassed;
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}
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float Timer::GetDeltaTime()
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{
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return deltaTime;
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}
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float Timer::GetTimePassed()
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{
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return timePassed;
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}
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17
main.cpp
17
main.cpp
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@ -4,20 +4,17 @@ int main(int argc, char const *argv[])
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{
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GameConfiguration config = GameConfiguration("Configurations");
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GameManager::SetConfig(config);
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GameWindow window("Long Starlight");
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Grid grid = Grid();
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grid.SetGrid();
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window.BindDrawable(&grid, &Drawable::Draw);
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sf::RenderWindow render(sf::VideoMode(800, 600), "Test");
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grid.UpdateCell(0, 0, 2);
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grid.UpdateCell(0, 1, 2, 1);
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if (render.isOpen()) // Quick Test
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{
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render.clear(config.GetBackgroundColor());
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grid.UpdateCell(0, 0, 2);
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grid.UpdateCell(0, 1, 2, 1);
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grid.Draw(&render);
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render.display();
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sf::sleep(sf::milliseconds(5000));
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}
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while (window.IsOpen())
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window.Update();
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std::cout << "/)(\\";
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return 0;
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