Create class structure, add player
This commit is contained in:
parent
04940eb9bf
commit
5dcef29a0e
10
Makefile
10
Makefile
@ -1,12 +1,12 @@
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OBJS= \
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build/lib/glad.o \
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build/src/main.o \
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build/src/Game.o \
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build/src/Player.o \
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build/src/GameRenderer.o
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LIBS=-lSDL2
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LIBS=-lSDL2 -lSDL2_image
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CFLAGS=-Iinclude
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build/%.o: %.cpp $(wildcard *.h)
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build/%.o: %.cpp $(wildcard *.hpp)
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mkdir -p `dirname $@`
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g++ $(CFLAGS) -c -o $@ $< $(LIBS)
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BIN
assets/hero_front.png
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BIN
assets/hero_front.png
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Binary file not shown.
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After Width: | Height: | Size: 495 B |
27
src/Game.cpp
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27
src/Game.cpp
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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#include "Game.hpp"
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Game::Game()
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{
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renderer = new GameRenderer("Zombo Shooter", 800, 450);
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player = new Player(renderer);
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}
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void Game::run() const
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{
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while (true) {
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SDL_Event e;
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SDL_WaitEvent(&e);
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if (e.type == SDL_QUIT) {
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break;
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}
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renderer->clear_screen(0x80, 0x40, 0xFF, 0xFF);
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player->draw();
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renderer->flush();
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}
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}
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19
src/Game.hpp
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19
src/Game.hpp
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@ -0,0 +1,19 @@
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#ifndef GAME_HPP
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#define GAME_HPP
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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class Game
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{
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private:
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GameRenderer *renderer;
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Player *player;
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public:
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Game();
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void run() const;
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};
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#endif
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66
src/GameRenderer.cpp
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66
src/GameRenderer.cpp
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@ -0,0 +1,66 @@
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#include <SDL2/SDL_image.h>
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#include <iostream>
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#include "Sprite.hpp"
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#include "GameRenderer.hpp"
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GameRenderer::GameRenderer(const std::string &title, const int screen_width, const int screen_height)
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: title(title), screen_width(screen_width), screen_height(screen_height)
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{
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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std::cerr << "Unable to initialize SDL" << std::endl;
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exit(EXIT_FAILURE);
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}
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SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
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window = SDL_CreateWindow(
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title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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screen_width, screen_height,
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SDL_WINDOW_SHOWN
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);
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if (!window) {
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std::cerr << "Could not create window" << std::endl;
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exit(EXIT_FAILURE);
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}
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (!renderer) {
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std::cerr << "Could not create renderer" << std::endl;
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exit(EXIT_FAILURE);
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}
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}
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GameRenderer::~GameRenderer()
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{
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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}
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Sprite GameRenderer::load_sprite(const std::string &file, const int width, const int height) const
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{
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return (Sprite) {
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.texture = IMG_LoadTexture(renderer, file.c_str()),
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.width = width,
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.height = height
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};
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}
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void GameRenderer::draw_sprite(const Sprite sprite, const int x, const int y) const
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{
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const SDL_Rect rect = { .x = x, .y = y, .w = sprite.width, .h = sprite.height };
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SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
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}
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void GameRenderer::clear_screen(const int r, const int g, const int b, const int a) const
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{
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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SDL_RenderClear(renderer);
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}
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void GameRenderer::flush() const
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{
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SDL_RenderPresent(renderer);
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}
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33
src/GameRenderer.hpp
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33
src/GameRenderer.hpp
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#ifndef GAME_RENDERER_HPP
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#define GAME_RENDERER_HPP
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#include <string>
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#include <SDL2/SDL.h>
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#include "Sprite.hpp"
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class GameRenderer
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{
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private:
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SDL_Renderer *renderer;
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SDL_Window *window;
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std::string title;
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public:
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int screen_width;
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int screen_height;
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GameRenderer(const std::string &title, int screen_width, int screen_height);
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~GameRenderer();
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Sprite load_sprite(const std::string &file, int width, int height) const;
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void draw_sprite(Sprite sprite, int x, int y) const;
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void clear_screen(int r, int g, int b, int a) const;
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void flush() const;
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};
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#endif
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16
src/Player.cpp
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16
src/Player.cpp
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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Player::Player(GameRenderer *renderer) : renderer(renderer)
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{
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hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
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}
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void Player::draw() const
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{
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renderer->draw_sprite(
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hero_sprite,
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renderer->screen_width / 2 - hero_sprite.width / 2,
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renderer->screen_height / 2 - hero_sprite.height / 2
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);
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}
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20
src/Player.hpp
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20
src/Player.hpp
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#ifndef PLAYER_HPP
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#define PLAYER_HPP
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#include "GameRenderer.hpp"
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class Player
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{
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private:
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GameRenderer *renderer;
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Sprite hero_sprite;
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int x = 0;
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int y = 0;
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public:
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Player(GameRenderer *renderer);
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void draw() const;
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};
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#endif
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12
src/Sprite.hpp
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12
src/Sprite.hpp
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#ifndef SPRITE_HPP
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#define SPRITE_HPP
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#include <SDL2/SDL_render.h>
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typedef struct {
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SDL_Texture *texture;
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int width;
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int height;
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} Sprite;
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#endif
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48
src/main.cpp
48
src/main.cpp
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#include <SDL2/SDL.h>
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#include <iostream>
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 450
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#include "Game.hpp"
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int main()
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{
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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std::cerr << "Unable to initialize SDL" << std::endl;
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return EXIT_FAILURE;
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}
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const Game *game = new Game();
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SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
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SDL_Window *window = SDL_CreateWindow(
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"Zombo Shooter",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH, SCREEN_HEIGHT,
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SDL_WINDOW_SHOWN
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);
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if (!window) {
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std::cerr << "Could not create window" << std::endl;
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return EXIT_FAILURE;
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}
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (!renderer) {
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std::cerr << "Could not create renderer" << std::endl;
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return EXIT_FAILURE;
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}
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while (true) {
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SDL_Event e;
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SDL_WaitEvent(&e);
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if (e.type == SDL_QUIT) {
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break;
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}
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SDL_SetRenderDrawColor(renderer, 0x80, 0x40, 0xFF, 0xFF);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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game->run();
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return 0;
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}
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