Refactor code into classes
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12 changed files with 584 additions and 190 deletions
72
src/game/game.cppm
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72
src/game/game.cppm
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module;
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#include <memory>
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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.renderer;
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import game.sprite;
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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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core::Engine& engine_;
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// Sprite for testing
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std::unique_ptr<Sprite> sprite_ = nullptr;
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public:
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Game() = delete;
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explicit Game(core::Engine& engine)
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: engine_(engine)
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{}
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// No copy operations
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Game(const Game&) = delete;
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Game& operator=(const Game&) = delete;
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// No move operations - TODO?
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Game(Game&&) = delete;
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Game& operator=(Game&&) = delete;
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~Game() = default;
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void initialize()
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{
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sprite_ = std::make_unique<Sprite>(engine_.get_renderer(), "assets/neocat.png", 100, 100);
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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) const
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{
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if (event->type == SDL_EVENT_MOUSE_MOTION) {
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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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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& renderer = engine_.get_renderer();
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renderer.clear();
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sprite_->draw(renderer);
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renderer.present();
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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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}
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