Fix include guard position. Move contents of Grid.*pp to Gameplay.*pp to avoid a circular dependency.
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parent
ac0d35e053
commit
100065e158
11 changed files with 536 additions and 528 deletions
22
src/Bob.cpp
22
src/Bob.cpp
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@ -21,13 +21,13 @@ void Game::handle_event(SDL_Event *event)
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}
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break;
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case SDL_MOUSEMOTION:
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grid->handle_event(event);
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grid->handle_event(event, this->event_context);
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break;
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case SDL_MOUSEWHEEL:
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grid->handle_event(event);
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grid->handle_event(event, this->event_context);
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break;
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case SDL_MOUSEBUTTONDOWN:
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grid->handle_event(event);
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grid->handle_event(event, this->event_context);
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break;
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case SDL_KEYDOWN:
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switch (event->key.keysym.sym)
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@ -73,6 +73,14 @@ void Game::handle_event(SDL_Event *event)
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break;
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}
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break;
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case SDL_USEREVENT:
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switch (event->type - this->event_context->base_event)
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{
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case BOB_NEXTTURNEVENT:
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this->grid->handle_event(event, this->event_context);
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default:
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break;
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}
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default:
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break;
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}
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@ -86,15 +94,15 @@ int Game::game_loop()
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Uint32 frame_counter = 0;
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while (!this->quit)
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{
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if (move_timer->get_timer() > 16)
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if (this->move_timer->get_timer() > 16)
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{
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move_timer->reset_timer();
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this->move_timer->reset_timer();
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SDL_Point move_by = {(this->move[1] - this->move[3]) * 20, (this->move[0] - this->move[2]) * 20};
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this->grid->move(move_by);
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}
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if (frame_timer->get_timer() > 255)
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if (this->frame_timer->get_timer() > 255)
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{
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fps = frame_counter / (frame_timer->reset_timer() / 1000.0);
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fps = frame_counter / (this->frame_timer->reset_timer() / 1000.0);
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frame_counter = 0;
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this->test_box->load_text(std::to_string(fps));
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}
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