Renamed gamefiles
This commit is contained in:
27
src/Reassembly2.cpp → src/DarkRP2D.cpp
Executable file → Normal file
27
src/Reassembly2.cpp → src/DarkRP2D.cpp
Executable file → Normal file
@@ -1,19 +1,16 @@
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#include "Reassembly2.h"
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#include "DarkRP2D.h"
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#include <GL/gl.h>
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#include <iostream>
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Reassembly2::~Reassembly2() {
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DarkRP2D::~DarkRP2D() {
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std::cout << "Game got destroyed!" << std::endl;
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delete assets;
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delete obj;
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delete inputHandler;
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for(unsigned int i = 0; i<rainDrops.size();i++) {
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delete rainDrops[i];
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}
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}
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void Reassembly2::create () {
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void DarkRP2D::create () {
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std::cout << "Hello World!" << std::endl;
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assets = new Assets();
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assets->loadTexture("bucket.png",false,"bucket");
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@@ -26,10 +23,9 @@ void Reassembly2::create () {
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font = new BitmapFont("arial.ttf");
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glClearColor(1.f,1.f,1.f,1.f);
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spawnRainDrop();
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}
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void Reassembly2::loop(SDL_Event *event, unsigned int delta) {
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void DarkRP2D::loop(SDL_Event *event, unsigned int delta) {
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static unsigned int accumulator = 0, ups = 0, fps = 0, acc = 0;
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accumulator += delta;
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acc += delta;
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@@ -50,11 +46,11 @@ void Reassembly2::loop(SDL_Event *event, unsigned int delta) {
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fps++;
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}
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void Reassembly2::update(SDL_Event *event, unsigned int delta) {
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void DarkRP2D::update(SDL_Event *event, unsigned int delta) {
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inputHandler->handleInput(event);
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}
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void Reassembly2::render(unsigned int delta) {
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void DarkRP2D::render(unsigned int delta) {
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glClear(GL_COLOR_BUFFER_BIT);
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//Drawing
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@@ -70,14 +66,5 @@ void Reassembly2::render(unsigned int delta) {
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SDL_GL_SwapWindow(gWindow);
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}
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void Reassembly2::resize(int width, int height){
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}
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void Reassembly2::spawnRainDrop() {
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SDL_Rect *rainDrop = new SDL_Rect;
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rainDrop->x = 100;
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rainDrop->y = 100;
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rainDrop->w = 64;
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rainDrop->h= 64;
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rainDrops.push_back(rainDrop);
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void DarkRP2D::resize(int width, int height){
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}
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9
src/Reassembly2.h → src/DarkRP2D.h
Executable file → Normal file
9
src/Reassembly2.h → src/DarkRP2D.h
Executable file → Normal file
@@ -9,21 +9,18 @@ class Reassembly2;
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#include "InputHandler.h"
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#include "BitmapFont.h"
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class Reassembly2 {
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class DarkRP2D {
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private:
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SDL_Window* gWindow;
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std::vector<SDL_Rect*> rainDrops;
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Assets *assets;
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GameObject *obj;
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InputHandler *inputHandler;
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BitmapFont *font;
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void spawnRainDrop();
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public:
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Reassembly2(SDL_Window *gWindow) : gWindow(gWindow) {}
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~Reassembly2();
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DarkRP2D(SDL_Window *gWindow) : gWindow(gWindow) {}
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~DarkRP2D();
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void create ();
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void loop(SDL_Event *event, unsigned int delta);
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void update(SDL_Event *event, unsigned int delta);
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@@ -4,7 +4,7 @@
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#include <SDL_image.h>
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#include <GL/glew.h>
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#include "Reassembly2.h"
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#include "DarkRP2D.h"
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using namespace std;
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@@ -26,7 +26,7 @@ int main(int argc, char *argv[]) {
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//While application is running
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bool quit = false;
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SDL_Event e;
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Reassembly2 resA(gWindow);
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DarkRP2D resA(gWindow);
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resA.create();
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unsigned int lastTime = SDL_GetTicks(), currentTime, elapsedTime;
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while( !quit ) {
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