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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2025-11-26 01:57:08 +01:00
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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.engine;
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import core.render_server;
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import game.sprite;
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2025-11-23 21:50:57 +01:00
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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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2025-11-23 23:46:10 +01:00
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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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Sprite player_sprite_;
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std::vector<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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engine_.get_render_server().load_texture("assets/neocat.png"),
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sdl::FRect{0, 0, 100, 100}
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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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2025-11-26 02:07:27 +01:00
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if (event->type == sdl::EventType::MouseMotion) {
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player_sprite_.move(
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event->motion.x - 50,
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event->motion.y - 50
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);
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return true;
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}
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2025-11-26 02:07:27 +01:00
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if (event->type == sdl::EventType::MouseButtonUp) {
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sprites_.emplace_back(
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engine_.get_render_server().load_texture("assets/neofox.png"),
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sdl::FRect{
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event->motion.x - 50,
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event->motion.y - 50,
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100, 100
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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 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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