Implement shooting arrows
This commit is contained in:
parent
c9299b3e04
commit
dfe4c4ba49
1
Makefile
1
Makefile
@ -2,6 +2,7 @@ OBJS= \
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build/src/main.o \
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build/src/main.o \
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build/src/Map.o \
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build/src/Map.o \
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build/src/Game.o \
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build/src/Game.o \
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build/src/Arrow.o \
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build/src/Player.o \
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build/src/Player.o \
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build/src/GameRenderer.o
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build/src/GameRenderer.o
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20
src/Game.cpp
20
src/Game.cpp
@ -1,12 +1,18 @@
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#include <thread>
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#include <thread>
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#include <functional>
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#include <functional>
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#include <iostream>
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#include "GameRenderer.hpp"
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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#include "Player.hpp"
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#include "Game.hpp"
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#include "Game.hpp"
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using namespace std::literals::chrono_literals;
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using namespace std::literals::chrono_literals;
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Game::~Game()
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{
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for (const Arrow *arrow : arrows) {
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delete arrow;
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}
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}
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void Game::update(std::stop_token stop_token)
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void Game::update(std::stop_token stop_token)
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{
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{
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while (!stop_token.stop_requested()) {
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while (!stop_token.stop_requested()) {
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@ -14,6 +20,10 @@ void Game::update(std::stop_token stop_token)
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player.update();
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player.update();
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for (Arrow *arrow : arrows) {
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arrow->update();
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}
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renderer.redraw();
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renderer.redraw();
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map.check_bounds(player.x, player.y);
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map.check_bounds(player.x, player.y);
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@ -32,6 +42,10 @@ void Game::draw()
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map.draw(player.x, player.y);
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map.draw(player.x, player.y);
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for (const Arrow *arrow : arrows) {
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arrow->draw(player.x, player.y);
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}
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player.draw();
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player.draw();
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renderer.flush();
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renderer.flush();
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@ -87,6 +101,10 @@ void Game::run()
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}
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}
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}
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}
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if (e.type == SDL_MOUSEBUTTONDOWN && e.button.button == 1) {
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arrows.push_back(new Arrow(&renderer, player.x, player.y, player.angle));
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}
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int mouse_x, mouse_y;
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int mouse_x, mouse_y;
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SDL_GetMouseState(&mouse_x, &mouse_y);
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SDL_GetMouseState(&mouse_x, &mouse_y);
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player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);
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player.angle = std::atan2(mouse_y - renderer.screen_height / 2, mouse_x - renderer.screen_width / 2);
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@ -2,6 +2,8 @@
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#define GAME_HPP
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#define GAME_HPP
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#include <thread>
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#include <thread>
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#include <vector>
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#include "Arrow.hpp"
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#include "GameRenderer.hpp"
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#include "GameRenderer.hpp"
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#include "Player.hpp"
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#include "Player.hpp"
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#include "Map.hpp"
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#include "Map.hpp"
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@ -12,6 +14,7 @@ private:
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GameRenderer renderer;
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GameRenderer renderer;
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Player player;
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Player player;
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Map map;
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Map map;
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std::vector<Arrow*> arrows;
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std::jthread update_thread;
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std::jthread update_thread;
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std::mutex game_mutex;
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std::mutex game_mutex;
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@ -21,7 +24,7 @@ private:
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public:
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public:
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Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
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Game() : renderer("Zombo Shooter", 800, 450), player(&renderer), map(&renderer, 40) {}
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~Game() = default;
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~Game();
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void run();
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void run();
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12
src/Map.cpp
12
src/Map.cpp
@ -5,8 +5,8 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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renderer(renderer),
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renderer(renderer),
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tile_size(tile_size),
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tile_size(tile_size),
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
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tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)),
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tile_offset_x(-renderer->screen_width / tile_size / 2),
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tile_offset_x(-renderer->screen_width / tile_size / 2.0),
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tile_offset_y(-renderer->screen_height / tile_size / 2)
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tile_offset_y(-renderer->screen_height / tile_size / 2.0)
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{
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{
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grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
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grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
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path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
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path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
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@ -69,13 +69,13 @@ void Map::check_bounds(const double player_x, const double player_y)
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}
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}
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// Generate to the right
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// Generate to the right
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if (player_x > (int)(tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2)) {
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if (player_x > tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2) {
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const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
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const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
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tiles.push_back(new_tiles);
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tiles.push_back(new_tiles);
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}
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}
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// Generate downwards
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// Generate downwards
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if (player_y > (int)(tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2)) {
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if (player_y > tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2) {
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std::vector<Tile> prev_tiles;
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std::vector<Tile> prev_tiles;
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for (unsigned int x = 0; x < tiles.size(); x++) {
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for (unsigned int x = 0; x < tiles.size(); x++) {
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prev_tiles.push_back(tiles[x].back());
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prev_tiles.push_back(tiles[x].back());
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@ -92,8 +92,8 @@ void Map::draw(const double player_x, const double player_y) const
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{
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{
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for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
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for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) {
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for (unsigned int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
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for (unsigned int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) {
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int screen_x = tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2 - (int)player_x;
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int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x);
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int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - (int)player_y;
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int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y);
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if (
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if (
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screen_x < -tile_size || screen_y < -tile_size ||
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screen_x < -tile_size || screen_y < -tile_size ||
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@ -10,10 +10,7 @@ class Map
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{
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{
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private:
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private:
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GameRenderer *renderer;
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GameRenderer *renderer;
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int tile_size;
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std::vector<std::vector<Tile>> tiles;
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std::vector<std::vector<Tile>> tiles;
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int tile_offset_x;
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int tile_offset_y;
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Sprite grass_sprite;
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Sprite grass_sprite;
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Sprite path_sprite;
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Sprite path_sprite;
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@ -21,6 +18,10 @@ private:
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[[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const;
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[[nodiscard]] std::vector<Tile> generate_tiles(const std::vector<Tile> &prev_tiles) const;
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public:
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public:
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double tile_offset_x;
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double tile_offset_y;
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int tile_size;
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Map(GameRenderer *renderer, int tile_size);
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Map(GameRenderer *renderer, int tile_size);
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void draw(double player_x, double player_y) const;
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void draw(double player_x, double player_y) const;
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