mirror of https://github.com/haya3218/SDfmL.git
New stuff
$- Refined camera a lil bit\n- Alpha support :)\n- Splash screem :O
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@ -36,6 +36,8 @@ You know how to place them. It's fucking common sense.
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- After successfully making the build files, run `cmake --build --config Release` to build it without the use of VStudio.
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- If everything worked well, congratulations! You have just compiled a shitty program.
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`src/Main.cpp` should contain example code with some explanations.
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# Licensing
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The sole libraries themselves (SDL and BASS) are under different licenses ofc, so you'll have to deal with that
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93
src/Main.cpp
93
src/Main.cpp
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@ -17,24 +17,29 @@ class MainState : public State {
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Object title2;
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Object title3;
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Object title4;
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// cameras are rects
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SDL_Rect camera = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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// to override a function, just state back the name of it with a virtual keyword
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// before it
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virtual void Create() {
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playMusic("data/canyon.ogg");
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// i know that this isnt the best idea to do this
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// yeah, im just lazy
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title.create(0, 0, "data/bg.png");
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AddObject(&title);
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AddObject(&title);
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title2.create(640, 0, "data/bg.png");
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AddObject(&title2);
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AddObject(&title2);
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title3.create(640, 480, "data/bg.png");
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AddObject(&title3);
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title4.create(0, 480, "data/bg.png");
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AddObject(&title4);
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// example of animated object
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objs.create(0, 0, "data/smile.png");
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AddObject(&objs);
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objs.AddAnimation("idle", {{0, 0, 50, 50}, {50, 0, 50, 50}});
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objs.PlayAnimation("idle");
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objs.framerate = 1;
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// set cameras :)
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objs.setCamera(&camera);
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title.setCamera(&camera);
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title2.setCamera(&camera);
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@ -42,63 +47,105 @@ class MainState : public State {
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title4.setCamera(&camera);
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title.scale.y = 0;
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// center object
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objs.centerSelf();
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title.center.x = WINDOW_WIDTH/2;
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title.center.y = WINDOW_HEIGHT/2;
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// offsets :)
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title2.offset.x = 640;
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title3.offset = {640, 480};
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title4.offset.y = 480;
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// example of a text object
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text.create(50, 480 - 100, "Welcome to the funny application\nMake yourself at home :)\n- haya", "data/monogram.ttf", {255, 255, 255, 255}, TTF_STYLE_NORMAL, 40);
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AddObject(&text);
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}
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int yvel = 0;
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int xvel = 0;
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float elaped = 0;
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// update
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virtual void Update(float dt) {
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// to get current keyboard input, use SDL_GetKeyboardState
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const Uint8* kb = SDL_GetKeyboardState(NULL);
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// :)
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yvel = -kb[SDL_SCANCODE_UP] + kb[SDL_SCANCODE_DOWN];
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xvel = -kb[SDL_SCANCODE_LEFT] + kb[SDL_SCANCODE_RIGHT];
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objs.x = objs.x + xvel*2;
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objs.y = objs.y + yvel*2;
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title.scale.y = sin(elaped);
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title.scale.x = cos(elaped);
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title2.scale.y = sin(elaped);
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title2.scale.x = cos(elaped);
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title3.scale.y = sin(elaped);
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title3.scale.x = cos(elaped);
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title4.scale.y = sin(elaped);
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title4.scale.x = cos(elaped);
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// cool scaling
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title.scale.y = sin(elaped/100);
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title.scale.x = cos(elaped/100);
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title2.scale.y = cos(elaped/100);
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title2.scale.x = sin(elaped/100);
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title3.scale.y = sin(elaped/100);
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title3.scale.x = sin(elaped/100);
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title4.scale.y = cos(elaped/100);
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title4.scale.x = cos(elaped/100);
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// make camera point to an object
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pointTo(&camera, objs);
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// center shit
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title.centerSelf();
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title2.centerSelf();
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title3.centerSelf();
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title4.centerSelf();
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text.centerSelf();
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text.scale.y = cos(elaped*10)*2;
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// :)
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text.scale.y = cos(elaped/10)*2;
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text.offset.y = -240/2;
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elaped += 0.01;
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// for the sin and cos shit
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elaped += 1;
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}
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};
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MainState m2;
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class SplashScreen : public State {
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Object bg;
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Object black;
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int tick[2];
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virtual void Create() {
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bg.create(0, 0, "data/powered.png");
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AddObject(&bg);
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black.create(0, 0, "data/black.png");
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AddObject(&black);
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black.alpha = 0;
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playSound("data/flixel.ogg");
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// basic timer
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tick[0] = Sec2Tick(1.0);
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tick[1] = Sec2Tick(3.0);
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//SDL_SetRenderDrawColor( renderer, 0xFF, 0xFF, 0xFF, 0xFF );
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}
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int now[2] = {0, 0};
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virtual void Update(float dt) {
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for (int i = 0; i < 2; i++) {
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now[i]++;
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}
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if (!(now[0] < tick[0])) {
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black.alpha += 1;
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}
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if (!(now[1] < tick[1])) {
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SwitchState(&m2);
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}
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}
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};
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SplashScreen m;
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int main() {
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Init("SDLflixel :)))))");
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MainState m;
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SwitchState(&m);
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playMusic("data/canyon.ogg");
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if (!Update()) {
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return 0;
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}
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@ -15,7 +15,7 @@ using namespace Render;
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SDL_Window* Render::window;
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SDL_Renderer* Render::renderer;
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SDL_Event Render::event;
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State* Render::current_state;
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State* Render::current_state = nullptr;
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array<anshub::AudioOut, MAX_SE> Render::audioArray;
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anshub::AudioOut Render::music;
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string Render::currentMusic = "";
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@ -40,6 +40,7 @@ Render::State::~State() {
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void Render::Object::create(int x, int y, string path){
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this->_tex = IMG_LoadTexture(renderer, path.c_str());
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SDL_SetTextureBlendMode(_tex, SDL_BLENDMODE_BLEND);
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if (_tex == nullptr) {
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cout << "texture failed to lod" << endl;
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}
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@ -82,6 +83,11 @@ void Render::Object::Draw(float dt) {
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_sc_w = _w;
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_h = h*scale.y;
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_sc_h = _h;
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if (alpha > 100)
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alpha = 100;
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SDL_SetTextureAlphaMod(this->_tex, (this->alpha/100)*255);
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}
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void Render::Object::setCamera(SDL_Rect* cam_p) {
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@ -259,6 +265,11 @@ bool Render::Update() {
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}
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void Render::SwitchState(State* state) {
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if (current_state != nullptr) {
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for (int i = 0; i < current_state->get_obj().size(); i++) {
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SDL_DestroyTexture(current_state->get_obj()[i]->_tex);
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}
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}
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current_state = state;
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current_state->Create();
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}
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@ -268,7 +279,7 @@ bool Render::playSound(string path, int id) {
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for (int i = 0; i < MAX_SE; i++) {
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if (audioArray[i].NowPlaying(false).size() == 0) {
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audioArray[i].Play(path);
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cout << "Played dat boi. audio id no: " << i << endl;
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cout << "Played " << path << ". audio id no: " << i << endl;
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break;
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}
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}
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@ -282,10 +293,14 @@ bool Render::playSound(string path, int id) {
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bool Render::playMusic(string path) {
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if (path == "") {
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music.Stop(currentMusic);
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cout << "Stopped music from " << path << "." << endl;
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return true;
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}
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if (currentMusic != "") {
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music.Stop(currentMusic);
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cout << "Stopped music from " << path << "." << endl;
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}
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cout << "Played " << path << " as music." << endl;
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music.Play(path, true);
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currentMusic = path;
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}
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void Render::pointTo(SDL_Rect* camera, Object object) {
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camera->x = ( object.x + (object.w / 2)/2 ) - WINDOW_WIDTH / 2;
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camera->x = ( object.x + (object.w / 2) ) - WINDOW_WIDTH / 2;
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camera->y = ( object.y + (object.h / 2) ) - WINDOW_HEIGHT / 2;
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if( camera->x < 0 )
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@ -67,6 +67,8 @@ namespace Render {
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float angle = 0.00001;
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float alpha = 100;
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SDL_Point center = {0, 0};
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map<string, bool> get_properties() const;
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* Make the camera center itself on an object.
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*/
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void pointTo(SDL_Rect* camera, Object object);
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inline int Sec2Tick(float time) {
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return FRAMERATE*time;
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}
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}
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#endif
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