rutile-game/src/game/game.cppm

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module;
#include <cassert>
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#include <memory>
#include <vector>
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#include <SDL3/SDL.h>
export module game.game;
import core.engine;
import core.render_server;
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import game.sprite;
import wrappers.sdl;
import wrappers.sdl_image;
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export namespace game
{
class Game
{
// Whether this class is currently instantiated (to prevent multiple instances)
static bool instantiated_;
// Reference to the engine
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core::Engine& engine_;
// Sprites for testing
Sprite player_sprite_;
std::vector<Sprite> sprites_;
// Private constructor
explicit Game(core::Engine& engine)
: engine_(engine),
player_sprite_{
engine_.get_render_server().load_texture("assets/neocat.png"),
sdl::FRect{0, 0, 100, 100}
}
{}
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public:
Game() = delete;
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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;
Game& operator=(const Game&) = delete;
Game(Game&&) = delete;
Game& operator=(Game&&) = delete;
~Game()
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{
instantiated_ = false;
}
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static std::unique_ptr<Game> create(core::Engine& engine)
{
// Prevent the class from being instantiated multiple times
assert(!instantiated_);
return std::unique_ptr<Game>{
new Game(engine)
};
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}
// Handles an SDL event. Returns true if the event has been handled.
bool handle_event(const sdl::Event* event)
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{
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if (event->type == sdl::EventType::MouseMotion) {
player_sprite_.move(
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event->motion.x - 50,
event->motion.y - 50
);
return true;
}
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if (event->type == sdl::EventType::MouseButtonUp) {
sprites_.emplace_back(
engine_.get_render_server().load_texture("assets/neofox.png"),
sdl::FRect{
event->motion.x - 50,
event->motion.y - 50,
100, 100
}
);
return true;
}
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return false;
}
void update()
{
}
void render() const
{
const auto& render_server = engine_.get_render_server();
render_server.start_frame();
for (const Sprite& sprite : sprites_) {
sprite.draw(render_server);
}
player_sprite_.draw(render_server);
render_server.finish_frame();
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}
void shutdown()
{
}
};
bool Game::instantiated_ = false;
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}