Restructure project
This commit is contained in:
80
src/assets.cpp
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80
src/assets.cpp
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#include "assets.hpp"
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#include "audio.hpp"
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#include "sdl_types.hpp"
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#include <cstdint>
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#include <spdlog/spdlog.h>
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static constexpr uint8_t BACKGROUND_DATA[] = {
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#embed "../assets/images/jungle.bmp"
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};
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static constexpr uint8_t FRUITS_DATA[] = {
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#embed "../assets/images/fruits.bmp"
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};
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static constexpr uint8_t BASKET_DATA[] = {
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#embed "../assets/images/basket.bmp"
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};
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static constexpr uint8_t BACKGROUND_MUSIC_DATA[] = {
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#embed "../assets/sounds/JamaicanSunrise.wav"
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};
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SDL_Texture *load_texture(uint8_t const *data, size_t size,
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SDL_Renderer *renderer) {
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auto *iostream = SDL_IOFromConstMem(data, size);
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SDL_Surface *surface = SDL_LoadBMP_IO(iostream, false);
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if (surface == nullptr) {
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spdlog::error("Failed to load SDL surface!\nCause: {}", SDL_GetError());
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}
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (texture == nullptr) {
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spdlog::error("Failed to create texture from surface!\nCause: {}",
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SDL_GetError());
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}
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return texture;
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}
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AudioAsset load_audio(uint8_t const *data, size_t size) {
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AudioAsset audio_asset;
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auto *iostream = SDL_IOFromConstMem(data, size);
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bool res = SDL_LoadWAV_IO(iostream, false, &audio_asset.spec,
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&audio_asset.buffer, &audio_asset.buffer_length);
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if (!res) {
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spdlog::error("Failed to load audio file!\nCause: {}", SDL_GetError());
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}
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return audio_asset;
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}
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void init_assets(flecs::world &world) {
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auto *renderer = world.get<SdlHandles>()->renderer;
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auto *background =
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load_texture(BACKGROUND_DATA, sizeof(BACKGROUND_DATA), renderer);
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TextureAtlasLayout background_layout = {
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.width = 866, .height = 510, .rows = 1, .columns = 1};
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auto *fruits = load_texture(FRUITS_DATA, sizeof(FRUITS_DATA), renderer);
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TextureAtlasLayout fruits_layout = {
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.width = 16, .height = 16, .rows = 6, .columns = 38};
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auto *basket = load_texture(BASKET_DATA, sizeof(BASKET_DATA), renderer);
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TextureAtlasLayout basket_layout = {
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.width = 16, .height = 16, .rows = 1, .columns = 1};
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world.set<TextureAssets>(TextureAssets{
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.background = Texture{.sdl_texture = background,
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.texture_atlas_layout = background_layout},
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.fruits =
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Texture{.sdl_texture = fruits, .texture_atlas_layout = fruits_layout},
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.basket = Texture{.sdl_texture = basket,
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.texture_atlas_layout = basket_layout}});
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auto background_music =
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load_audio(BACKGROUND_MUSIC_DATA, sizeof(BACKGROUND_MUSIC_DATA));
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world.set<AudioAssets>(AudioAssets{.background_music = background_music});
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}
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30
src/assets.hpp
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30
src/assets.hpp
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#pragma once
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#include "audio.hpp"
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#include <SDL3/SDL.h>
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#include <flecs.h>
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struct TextureAtlasLayout {
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uint16_t width;
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uint16_t height;
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uint8_t rows;
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uint8_t columns;
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};
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struct Texture {
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SDL_Texture *sdl_texture;
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TextureAtlasLayout texture_atlas_layout;
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};
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struct TextureAssets {
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Texture background;
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Texture fruits;
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Texture basket;
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};
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struct AudioAssets {
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AudioAsset background_music;
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};
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void init_assets(flecs::world &world);
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10
src/audio.hpp
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10
src/audio.hpp
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#pragma once
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#include <SDL3/SDL.h>
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#include <cstdint>
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struct AudioAsset {
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SDL_AudioSpec spec;
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uint8_t *buffer;
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uint32_t buffer_length;
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};
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11
src/input.hpp
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11
src/input.hpp
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#pragma once
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#include <set>
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#include <SDL3/SDL.h>
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struct ButtonInput {
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std::set<SDL_Keycode> pressed;
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std::set<SDL_Keycode> just_pressed;
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std::set<SDL_Keycode> just_released;
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};
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286
src/main.cpp
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286
src/main.cpp
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#include "assets.hpp"
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#include "input.hpp"
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#include "sdl_types.hpp"
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#include "sprite.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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#include <flecs.h>
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#include <spdlog/spdlog.h>
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static constexpr int WINDOW_WIDTH = 400;
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static constexpr int WINDOW_HEIGHT = 240;
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struct WorldPosition {
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int x;
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int y;
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};
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struct Position {
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int x;
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int y;
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};
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struct Velocity {
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int x;
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int y;
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};
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struct Size {
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int w;
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int h;
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};
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struct Game {
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uint32_t ticks;
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};
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int main() {
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spdlog::info("Initialize SDL...");
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SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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spdlog::critical("Failed to initialize SDL!\nCause: {}", SDL_GetError());
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std::terminate();
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}
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auto *window =
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SDL_CreateWindow("HansTheGatherer", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
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if (window == nullptr) {
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spdlog::critical("Failed to create SDL window!\nCause: {}", SDL_GetError());
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}
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auto *renderer = SDL_CreateRenderer(window, nullptr);
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if (renderer == nullptr) {
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spdlog::critical("Failed to create SDL renderer!\nCause: {}",
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SDL_GetError());
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}
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flecs::world world;
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world.set<Game>(Game{.ticks = 0});
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world.set<ButtonInput>(ButtonInput{});
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world.set<SdlHandles>(SdlHandles{.window = window, .renderer = renderer});
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init_assets(world);
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auto *texture_assets = world.get<TextureAssets>();
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world.entity("Background")
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Sprite>(Sprite{.texture = &texture_assets->background,
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.texture_atlas_index = 0})
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.set<Size>(Size{.w = WINDOW_WIDTH, .h = WINDOW_HEIGHT});
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struct Fruit {};
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struct Basket {};
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struct CollisionBox {};
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world.system<Game>("IncrementTicks")
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.term_at(0)
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.singleton()
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.each([](Game &game_ticks) { game_ticks.ticks += 1; });
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auto basket = world.entity("Basket")
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.add<WorldPosition>()
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.set<Position>(Position{.x = WINDOW_WIDTH / 2 - 32,
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.y = WINDOW_HEIGHT - 32})
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.set<Sprite>(Sprite{.texture = &texture_assets->basket,
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.texture_atlas_index = 0})
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.set<Size>(Size{.w = 64, .h = 32})
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.add<Basket>();
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world.entity("CollisionBox")
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.child_of(basket)
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.add<WorldPosition>()
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Size>(Size{.w = 64, .h = 32})
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.add<CollisionBox>();
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world
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.system<SdlHandles const, WorldPosition const, Size const, CollisionBox>(
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"DrawBoxes")
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.term_at(0)
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.singleton()
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.each([](SdlHandles const &sdl_handles, WorldPosition const &pos,
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Size const &size, CollisionBox) {
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SDL_FRect rect{static_cast<float>(pos.x), static_cast<float>(pos.y),
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static_cast<float>(size.w), static_cast<float>(size.h)};
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SDL_SetRenderDrawColor(sdl_handles.renderer, 0, 0, 255, 255);
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SDL_RenderRect(sdl_handles.renderer, &rect);
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});
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world.system<Game const, TextureAssets const>("SpawnFruits")
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.term_at(0)
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.singleton()
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.term_at(1)
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.singleton()
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.each([](flecs::iter &it, size_t index, Game const &game,
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TextureAssets const &texture_assets) {
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if ((game.ticks % 100) == 0) {
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auto fruit =
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it.world()
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.entity()
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.add<WorldPosition>()
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.set<Position>(
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Position{.x = static_cast<int>(game.ticks % WINDOW_WIDTH),
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.y = -16})
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.set<Velocity>(Velocity{.x = 0, .y = 1})
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.set<Sprite>(
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Sprite{.texture = &texture_assets.fruits,
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.texture_atlas_index =
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static_cast<uint16_t>(game.ticks % 228)})
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.set<Size>(Size{.w = 32, .h = 32});
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it.world()
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.entity("CollisionBox")
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.child_of(fruit)
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.add<WorldPosition>()
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Size>(Size{.w = 32, .h = 32})
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.add<CollisionBox>();
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}
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});
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world.system<WorldPosition, Position const>("PropagatePosition")
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.kind(flecs::PostUpdate)
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.each([](flecs::entity e, WorldPosition &world_pos,
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Position const &local_pos) {
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if (e.parent() == flecs::entity::null()) {
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world_pos.x = local_pos.x;
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world_pos.y = local_pos.y;
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} else {
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auto parent_world_pos = e.parent().get<WorldPosition>();
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world_pos.x = parent_world_pos->x + local_pos.x;
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world_pos.y = parent_world_pos->y + local_pos.y;
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}
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});
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world.system<WorldPosition const, Size const, CollisionBox>("CollisionCheck")
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.each([](flecs::iter &it, size_t index, WorldPosition const &world_pos,
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Size const &size, CollisionBox) {
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auto basket_box = it.world().lookup("Basket::CollisionBox");
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if (it.entity(index) == basket_box)
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return;
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auto basket_box_pos = basket_box.get<WorldPosition>();
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auto basket_box_size = basket_box.get<Size>();
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if (basket_box_pos->x + basket_box_size->w >= world_pos.x &&
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basket_box_pos->x <= world_pos.x + size.w &&
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basket_box_pos->y + basket_box_size->h >= world_pos.y &&
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basket_box_pos->y <= world_pos.y + size.h) {
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spdlog::info("collision");
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}
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});
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world
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.system<SdlHandles const, Position const, Size const, Sprite const>(
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"RenderSprites")
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.kind(flecs::PreUpdate)
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.term_at(0)
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.singleton()
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.each([](SdlHandles const &sdl_handles, Position const &pos,
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Size const &size, Sprite const &sprite) {
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TextureAtlasLayout layout = sprite.texture->texture_atlas_layout;
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uint8_t row = sprite.texture_atlas_index / layout.columns;
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uint8_t column = sprite.texture_atlas_index % layout.columns;
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SDL_FRect srcrect{static_cast<float>(column * layout.width),
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static_cast<float>(row * layout.height),
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static_cast<float>(layout.width),
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static_cast<float>(layout.height)};
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SDL_FRect dstrect{static_cast<float>(pos.x), static_cast<float>(pos.y),
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static_cast<float>(size.w),
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static_cast<float>(size.h)};
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SDL_RenderTexture(sdl_handles.renderer, sprite.texture->sdl_texture,
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&srcrect, &dstrect);
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});
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world
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.system<ButtonInput const, Position, Size const, Sprite const, Basket>(
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"MoveBasket")
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.term_at(0)
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.singleton()
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.each([](ButtonInput const &input, Position &pos, Size const &size,
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Sprite const &sprite, Basket) {
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if (input.pressed.contains(SDLK_LEFT)) {
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pos.x -= 5;
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}
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if (input.pressed.contains(SDLK_RIGHT)) {
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pos.x += 5;
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}
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pos.x = pos.x < 0 ? 0 : pos.x;
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pos.x = pos.x > WINDOW_WIDTH - size.w ? WINDOW_WIDTH - size.w : pos.x;
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});
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world.system<Position, Velocity const>("MoveSprites")
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.each([](Position &pos, Velocity const &vel) {
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pos.x += vel.x;
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pos.y += vel.y;
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});
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auto *audio_assets = world.get<AudioAssets>();
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auto *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK,
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&audio_assets->background_music.spec,
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NULL, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_ResumeAudioStreamDevice(stream);
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bool exit_gameloop = false;
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while (!exit_gameloop) {
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auto *input = world.get_mut<ButtonInput>();
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// Clear just pressed/released
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input->just_pressed.clear();
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input->just_released.clear();
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// Input
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_QUIT:
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exit_gameloop = true;
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break;
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE) {
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exit_gameloop = true;
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}
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if (input->pressed.insert(event.key.key).second) {
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input->just_pressed.insert(event.key.key);
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}
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break;
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case SDL_EVENT_KEY_UP:
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if (input->pressed.erase(event.key.key) != 0) {
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input->just_released.insert(event.key.key);
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}
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break;
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}
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}
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// Game Logic
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if (SDL_GetAudioStreamQueued(stream) <
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(int)audio_assets->background_music.buffer_length) {
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SDL_PutAudioStreamData(stream, audio_assets->background_music.buffer,
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audio_assets->background_music.buffer_length);
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}
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// Render
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SDL_RenderClear(renderer);
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world.progress();
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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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SDL_Quit();
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return 0;
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}
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9
src/sdl_types.hpp
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9
src/sdl_types.hpp
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@@ -0,0 +1,9 @@
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#pragma once
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#include <SDL3/SDL.h>
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struct SdlHandles {
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SDL_Window *window;
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SDL_Renderer *renderer;
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};
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11
src/sprite.hpp
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11
src/sprite.hpp
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#pragma once
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#include "assets.hpp"
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#include <SDL3/SDL.h>
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#include <cstdint>
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struct Sprite {
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Texture const *texture;
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uint16_t texture_atlas_index;
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};
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6
src/util.hpp
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6
src/util.hpp
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#pragma once
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struct Vec2 {
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int x;
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int y;
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};
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Block a user