2025-11-17 21:17:45 +01:00
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module;
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2025-11-23 23:46:10 +01:00
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#include <cassert>
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2025-11-17 21:17:45 +01:00
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#include <memory>
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2025-11-30 00:37:44 +01:00
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#include <optional>
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#include <vector>
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2025-11-17 21:17:45 +01:00
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#include <SDL3/SDL.h>
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export module game.game;
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import core.drawing.sprite;
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import core.engine;
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import core.render_server;
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import wrappers.sdl;
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import wrappers.sdl_image;
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export namespace game
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{
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class Game
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{
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// Whether this class is currently instantiated (to prevent multiple instances)
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static bool instantiated_;
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// Reference to the engine
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core::Engine& engine_;
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// Sprites for testing
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core::Sprite player_sprite_;
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std::vector<core::Sprite> sprites_;
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// Private constructor
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explicit Game(core::Engine& engine)
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: engine_(engine),
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player_sprite_{
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core::Sprite::create_with_texture(
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engine_.get_render_server(),
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"assets/sprites/neocat_64.png",
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std::nullopt,
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sdl::FPoint{0, 0},
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sdl::FPoint{-32, -32}
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)
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}
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{}
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public:
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Game() = delete;
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2025-11-21 01:09:05 +01:00
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// No copy or move operations because we have a reference to the engine
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Game(const Game&) = delete;
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Game& operator=(const Game&) = delete;
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Game(Game&&) = delete;
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Game& operator=(Game&&) = delete;
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~Game()
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{
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instantiated_ = false;
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}
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static std::unique_ptr<Game> create(core::Engine& engine)
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{
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// Prevent the class from being instantiated multiple times
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assert(!instantiated_);
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return std::unique_ptr<Game>{
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new Game(engine)
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};
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}
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// Handles an SDL event. Returns true if the event has been handled.
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bool handle_event(const sdl::Event* event)
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{
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if (event->type == sdl::EventType::MouseMotion) {
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player_sprite_.set_position({event->motion.x, event->motion.y});
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return true;
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}
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if (event->type == sdl::EventType::MouseButtonUp) {
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sprites_.push_back(
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core::Sprite::create_with_texture(
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engine_.get_render_server(),
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"assets/sprites/neofox_64.png",
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std::nullopt,
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sdl::FPoint{event->motion.x, event->motion.y},
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sdl::FPoint{-32, -32}
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)
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);
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return true;
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}
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return false;
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}
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void update()
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{
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}
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void render() const
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{
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const auto& render_server = engine_.get_render_server();
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render_server.start_frame();
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for (const core::Sprite& sprite : sprites_) {
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sprite.draw(render_server);
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}
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player_sprite_.draw(render_server);
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render_server.finish_frame();
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}
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void shutdown()
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{
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}
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};
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bool Game::instantiated_ = false;
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}
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