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d46ee05126
| Author | SHA1 | Date | |
|---|---|---|---|
| d46ee05126 | |||
| 6bf8c2cb88 | |||
| 991cff858d | |||
| a9c6ec5145 |
@ -87,6 +87,10 @@ void Game::run()
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}
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}
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}
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}
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int 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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draw();
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draw();
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}
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}
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}
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}
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@ -54,6 +54,12 @@ void GameRenderer::draw_sprite(const Sprite sprite, const int x, const int y) co
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SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
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SDL_RenderCopy(renderer, sprite.texture, nullptr, &rect);
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}
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}
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void GameRenderer::draw_sprite_rotated(const Sprite sprite, const int x, const int y, const double angle) 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_RenderCopyEx(renderer, sprite.texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
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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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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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{
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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@ -25,6 +25,8 @@ public:
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void draw_sprite(Sprite sprite, int x, int y) const;
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void draw_sprite(Sprite sprite, int x, int y) const;
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void draw_sprite_rotated(Sprite sprite, int x, int y, double angle) const;
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void clear_screen(int r, int g, int b, int a) 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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void flush() const;
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44
src/Map.cpp
44
src/Map.cpp
@ -11,6 +11,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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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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// Create horizontal starting path
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int y = renderer->screen_height / tile_size / 2;
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int y = renderer->screen_height / tile_size / 2;
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for (int x = 0; x < tiles.size(); x++) {
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for (int x = 0; x < tiles.size(); x++) {
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if (rand() % 2 == 0) y += rand() % 3 - 1;
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if (rand() % 2 == 0) y += rand() % 3 - 1;
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@ -18,6 +19,7 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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tiles[x][y] = path;
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tiles[x][y] = path;
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}
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}
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// Create vertical starting path
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int x = renderer->screen_width / tile_size / 2;
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int x = renderer->screen_width / tile_size / 2;
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for (int y = 0; y < tiles[x].size(); y++) {
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for (int y = 0; y < tiles[x].size(); y++) {
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if (rand() % 2 == 0) x += rand() % 3 - 1;
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if (rand() % 2 == 0) x += rand() % 3 - 1;
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@ -28,35 +30,30 @@ Map::Map(GameRenderer *renderer, int tile_size) :
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std::vector<Tile> Map::generate_tiles(std::vector<Tile> prev_tiles) const
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std::vector<Tile> Map::generate_tiles(std::vector<Tile> prev_tiles) const
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{
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{
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std::vector<Tile> new_tiles;
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std::vector<Tile> new_tiles = std::vector(prev_tiles.size(), grass);
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int path_idx = 0;
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for (int i = 0; i < prev_tiles.size(); i++) {
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for (int i = 0; i < prev_tiles.size(); i++) {
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Tile new_tile = grass;
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if (prev_tiles[i] == path) path_idx = i;
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if (
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(i > 0 && prev_tiles[i-1] == path) ||
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prev_tiles[i] == path ||
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(i < prev_tiles.size() - 1 && prev_tiles[i+1]) == path
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) {
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if (rand() % 2 == 0) {
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new_tile = path;
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}
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}
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new_tiles.push_back(new_tile);
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}
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}
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if (rand() % 2 == 0) path_idx += rand() % 3 - 1;
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new_tiles[path_idx] = path;
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return new_tiles;
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return new_tiles;
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}
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}
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void Map::check_bounds(int player_x, int player_y)
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void Map::check_bounds(int player_x, int player_y)
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{
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{
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// Generate to the left
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if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
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if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
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const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
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const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
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tiles.insert(tiles.begin(), new_tiles);
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tiles.insert(tiles.begin(), new_tiles);
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tile_offset_x--;
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tile_offset_x--;
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}
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}
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// Generate upwards
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if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
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if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
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std::vector<Tile> prev_tiles;
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std::vector<Tile> prev_tiles;
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for (int x = 0; x < tiles.size(); x++) {
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for (int x = 0; x < tiles.size(); x++) {
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@ -70,6 +67,25 @@ void Map::check_bounds(int player_x, int player_y)
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tile_offset_y--;
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tile_offset_y--;
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}
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}
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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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const std::vector<Tile> new_tiles = generate_tiles(tiles.back());
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tiles.push_back(new_tiles);
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}
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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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std::vector<Tile> prev_tiles;
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for (int x = 0; x < tiles.size(); x++) {
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prev_tiles.push_back(tiles[x].back());
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}
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const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
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for (int x = 0; x < tiles.size(); x++) {
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tiles[x].push_back(new_tiles[x]);
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}
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}
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}
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}
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void Map::draw(int player_x, int player_y) const
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void Map::draw(int player_x, int player_y) const
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@ -4,6 +4,7 @@
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Player::Player(GameRenderer *renderer) : renderer(renderer)
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Player::Player(GameRenderer *renderer) : renderer(renderer)
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{
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{
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hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
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hero_sprite = renderer->load_sprite("./assets/hero_front.png", 40, 40);
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bow_sprite = renderer->load_sprite("./assets/bow_arrow.png", 22, 32);
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}
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}
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void Player::draw() const
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void Player::draw() const
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@ -13,6 +14,13 @@ void Player::draw() const
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renderer->screen_width / 2 - hero_sprite.width / 2,
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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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renderer->screen_height / 2 - hero_sprite.height / 2
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);
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);
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renderer->draw_sprite_rotated(
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bow_sprite,
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renderer->screen_width / 2 - bow_sprite.width / 2 + std::cos(angle) * 30,
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renderer->screen_height / 2 - bow_sprite.height / 2 + std::sin(angle) * 30,
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angle * 180 / M_PI
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);
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}
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}
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void Player::update()
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void Player::update()
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@ -7,7 +7,7 @@ class Player
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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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Sprite hero_sprite;
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Sprite hero_sprite, bow_sprite;
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public:
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public:
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double x = 0;
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double x = 0;
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@ -16,6 +16,8 @@ public:
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double x_vel = 0;
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double x_vel = 0;
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double y_vel = 0;
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double y_vel = 0;
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double angle = 0.0;
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const double speed = 1.5;
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const double speed = 1.5;
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Player(GameRenderer *renderer);
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Player(GameRenderer *renderer);
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