Removed UNIX (..) from headers

Cleaned up the weapon class
moved mousestate.h out of gameplay into utility
This commit is contained in:
Ethan Adams 2024-06-22 00:08:59 -04:00
parent 6164458aa7
commit 7e7dfd97b7
41 changed files with 213 additions and 176 deletions

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@ -5,6 +5,7 @@
find_package(SDL2 REQUIRED) find_package(SDL2 REQUIRED)
find_package(SDL2_IMAGE REQUIRED) find_package(SDL2_IMAGE REQUIRED)
include_directories(SYSTEM "${PROJECT_SOURCE_DIR}/YuppleMayham")
include_directories(SYSTEM "c:/sdks/glad/include") include_directories(SYSTEM "c:/sdks/glad/include")
include_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/include") include_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/include")
include_directories(SYSTEM "c:/sdks/glm") include_directories(SYSTEM "c:/sdks/glm")
@ -21,7 +22,7 @@ include_directories(${PROJECT_SOURCE_DIR}/YupplyMayham/gameplay/weapons)
include_directories(${PROJECT_SOURCE_DIR}/YupplyMayham) include_directories(${PROJECT_SOURCE_DIR}/YupplyMayham)
# Add source to this project's executable. # Add source to this project's executable.
add_executable (YuppleMayham "src/main.cpp" "c:/sdks/glad/src/glad.c" "graphics/glwindow.h" "src/graphics/sprite.cpp" "src/graphics/mesh.cpp" "src/gameplay/entity.cpp" "src/gameplay/gameactor.cpp" "src/graphics/shader.cpp" "src/util.cpp" "gameplay/camera.h" "src/gameplay/camera.cpp" "src/utility/command.cpp" "src/gameplay/input.cpp" "gameplay/mousestate.h" "src/gameplay/weapons/bullet.cpp" "gameplay/weapons/bulletmanager.h" "src/gameplay/weapons/bulletmanager.cpp" "src/gameplay/scene.cpp" "gameplay/scene.h" "graphics/tile.h" "graphics/texture.h" "src/graphics/texture.cpp" "src/graphics/tile.cpp" "graphics/tiletype.h" "utility/resourcemanager.h" "src/utility/resourcemanager.cpp" "utility/xmlloader.h" "src/utility/xmlloader.cpp" "gameplay/game.h" "src/gameplay/game.cpp" "src/graphics/instancedraw.cpp" "gameplay/map.h" "src/gameplay/map.cpp" "src/gameplay/weapons/weapon.cpp" "gameplay/physics.h" "src/gameplay/physics.cpp" "utility/events.h" "utility/debugdraw.h" "src/utility/debugdraw.cpp" "utility/script.h" "src/utility/script.cpp" "gameplay/ai.h" "utility/raycaster.h" "src/gameplay/ai.cpp" "utility/ftfont.h" "src/utility/ftfont.cpp" "utility/direction.h") add_executable (YuppleMayham "src/main.cpp" "c:/sdks/glad/src/glad.c" "graphics/glwindow.h" "src/graphics/sprite.cpp" "src/graphics/mesh.cpp" "src/gameplay/entity.cpp" "src/gameplay/gameactor.cpp" "src/graphics/shader.cpp" "src/util.cpp" "gameplay/camera.h" "src/gameplay/camera.cpp" "src/utility/command.cpp" "src/gameplay/input.cpp" "utility/mousestate.h" "src/gameplay/weapons/bullet.cpp" "gameplay/weapons/bulletmanager.h" "src/gameplay/weapons/bulletmanager.cpp" "src/gameplay/scene.cpp" "gameplay/scene.h" "graphics/tile.h" "graphics/texture.h" "src/graphics/texture.cpp" "src/graphics/tile.cpp" "graphics/tiletype.h" "utility/resourcemanager.h" "src/utility/resourcemanager.cpp" "utility/xmlloader.h" "src/utility/xmlloader.cpp" "gameplay/game.h" "src/gameplay/game.cpp" "src/graphics/instancedraw.cpp" "gameplay/map.h" "src/gameplay/map.cpp" "src/gameplay/weapons/weapon.cpp" "gameplay/physics.h" "src/gameplay/physics.cpp" "utility/events.h" "utility/debugdraw.h" "src/utility/debugdraw.cpp" "utility/script.h" "src/utility/script.cpp" "gameplay/ai.h" "utility/raycaster.h" "src/gameplay/ai.cpp" "utility/ftfont.h" "src/utility/ftfont.cpp" "utility/direction.h")
add_custom_command(TARGET YuppleMayham PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/Resources/ $<TARGET_FILE_DIR:YuppleMayham>) add_custom_command(TARGET YuppleMayham PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/Resources/ $<TARGET_FILE_DIR:YuppleMayham>)

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@ -1,7 +1,7 @@
#ifndef _H_CAMERA_H #ifndef _H_CAMERA_H
#define _H_CAMERA_H #define _H_CAMERA_H
#include "entity.h" #include "gameplay/entity.h"
class Camera class Camera
{ {

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@ -5,7 +5,7 @@
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include "../graphics/shader.h" #include "graphics/shader.h"
class Camera; class Camera;
struct PhysicsComponent; struct PhysicsComponent;

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@ -4,8 +4,8 @@
#include <unordered_map> #include <unordered_map>
#include <SDL_timer.h> #include <SDL_timer.h>
#include "entity.h" #include "gameplay/entity.h"
#include "mousestate.h" #include "utility/mousestate.h"
class Component; class Component;
class AI; class AI;

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@ -5,7 +5,7 @@
#include <SDL_keycode.h> #include <SDL_keycode.h>
#include <SDL_events.h> #include <SDL_events.h>
#include "mousestate.h" #include "utility/mousestate.h"
class Command; class Command;
class MouseCommand; class MouseCommand;

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@ -4,7 +4,7 @@
#include <vector> #include <vector>
#include <memory> #include <memory>
#include "../graphics/instancedraw.h" #include "graphics/instancedraw.h"
//class TileTextureInstance; //class TileTextureInstance;
class Shader; class Shader;

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@ -1,7 +1,7 @@
#ifndef _H_BULLET_H #ifndef _H_BULLET_H
#define _H_BULLET_H #define _H_BULLET_H
#include "../entity.h" #include "gameplay/entity.h"
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <vector> #include <vector>
class Component; class Component;

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@ -5,10 +5,11 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <functional> #include <functional>
#include "../../util.h" #include "util.h"
#include "../../gameplay/entity.h" #include "gameplay/entity.h"
#include "../../utility/direction.h" #include "gameplay/weapons/bullet.h"
#include "utility/direction.h"
// TODO: Put all weapons inside of this base, we don't need a class for every weapon, we only need one class! // TODO: Put all weapons inside of this base, we don't need a class for every weapon, we only need one class!
@ -35,6 +36,21 @@ public:
void render(const std::shared_ptr<Camera>& camera); void render(const std::shared_ptr<Camera>& camera);
private: private:
struct BulletData {
glm::vec3 origin;
glm::vec2 direction;
float mass;
float sizeMod;
float speedMod;
float dropMod;
};
void adjustWeapon();
BulletData genBulletData();
std::shared_ptr<Bullet> createBullet(const BulletData& data);
glm::vec2 weaponSize; glm::vec2 weaponSize;
glm::vec2 weaponOffset; glm::vec2 weaponOffset;

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@ -10,7 +10,7 @@
#include <unordered_map> #include <unordered_map>
#include <memory> #include <memory>
#include "../utility/direction.h" #include "utility/direction.h"
enum class TileType; enum class TileType;
class Texture; class Texture;

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@ -1,8 +1,8 @@
#include "../../gameplay/ai.h" #include "gameplay/ai.h"
#include "../../gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include "../../utility/raycaster.h" #include "utility/raycaster.h"
#include "../../utility/script.h" #include "utility/script.h"
AI::AI(const std::shared_ptr<GameActor>& actor, const std::shared_ptr<Raycaster>& raycaster) AI::AI(const std::shared_ptr<GameActor>& actor, const std::shared_ptr<Raycaster>& raycaster)

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@ -1,4 +1,4 @@
#include "../../gameplay/camera.h" #include "gameplay/camera.h"
void Camera::update(float deltaTime) void Camera::update(float deltaTime)
{ {

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@ -1,6 +1,6 @@
#include "../../gameplay/entity.h" #include "gameplay/entity.h"
#include "../../gameplay/camera.h" #include "gameplay/camera.h"
#include "../../gameplay/physics.h" #include "gameplay/physics.h"
void Entity::setPosition(const glm::vec3& position) void Entity::setPosition(const glm::vec3& position)
{ {

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@ -1,10 +1,12 @@
#include "../../gameplay/game.h" #include "gameplay/game.h"
#include "../../graphics/glwindow.h" #include "gameplay/input.h"
#include "../../gameplay/input.h" #include "gameplay/scene.h"
#include "../../utility/command.h"
#include "../../gameplay/scene.h" #include "utility/command.h"
#include "../../utility/resourcemanager.h" #include "utility/resourcemanager.h"
#include "../../utility/ftfont.h" #include "utility/ftfont.h"
#include "graphics/glwindow.h"
#include <iostream> #include <iostream>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>

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@ -1,10 +1,10 @@
#include "../../gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include "../../utility/component.h" #include "gameplay/entity.h"
#include "../../gameplay/entity.h" #include "gameplay/physics.h"
#include "../../gameplay/physics.h" #include "gameplay/weapons/weapon.h"
#include "../../gameplay/weapons/weapon.h" #include "utility/events.h"
#include "../../utility/events.h" #include "utility/direction.h"
#include "../../utility/direction.h" #include "utility/component.h"
GameActor::~GameActor() { } GameActor::~GameActor() { }

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@ -1,6 +1,6 @@
#include "../../gameplay/input.h" #include "gameplay/input.h"
#include "../../utility/command.h" #include "utility/command.h"
#include "../../gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include <SDL_timer.h> #include <SDL_timer.h>

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@ -1,9 +1,8 @@
#include "../../gameplay/map.h" #include "gameplay/map.h"
//#include "../../graphics/instancedraw.h" #include "utility/xmlloader.h"
#include "../../utility/xmlloader.h" #include "graphics/tiletype.h"
#include "../../graphics/tiletype.h" #include "graphics/shader.h"
#include "../../graphics/shader.h" #include "gameplay/camera.h"
#include "../../gameplay/camera.h"
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>

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@ -1,6 +1,6 @@
#include "../../gameplay/physics.h" #include "gameplay/physics.h"
#include "../../gameplay/weapons/bullet.h" #include "gameplay/weapons/bullet.h"
#include "../../utility/events.h" #include "utility/events.h"
#include <iostream> #include <iostream>
@ -115,6 +115,7 @@ void PhysicsEngine::resolvePossibleCollisions()
glm::vec3 correctionVector = normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass))); glm::vec3 correctionVector = normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass)));
glm::vec3 vrel = objs.first->rigidBody.velocity - objs.second->rigidBody.velocity; glm::vec3 vrel = objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
// smallest elasticity of the two colliders
float e = std::min(objs.first->rigidBody.elasticity, objs.second->rigidBody.elasticity); float e = std::min(objs.first->rigidBody.elasticity, objs.second->rigidBody.elasticity);
float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass)); float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass));

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@ -1,20 +1,20 @@
#include "../../gameplay/scene.h" #include "gameplay/scene.h"
#include "../../gameplay/camera.h" #include "gameplay/camera.h"
#include "../../gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include "../../gameplay/weapons/weapons.h" #include "gameplay/weapons/weapons.h"
#include "../../gameplay/map.h" #include "gameplay/map.h"
#include "../../gameplay/physics.h" #include "gameplay/physics.h"
#include "../../gameplay/ai.h" #include "gameplay/ai.h"
#include "../../graphics/tile.h" #include "graphics/tile.h"
#include "../../graphics/sprite.h" #include "graphics/sprite.h"
#include "../../utility/component.h" #include "utility/component.h"
#include "../../utility/xmlloader.h" #include "utility/xmlloader.h"
#include "../../utility/resourcemanager.h" #include "utility/resourcemanager.h"
#include "../../utility/events.h" #include "utility/events.h"
#include "../../utility/raycaster.h" #include "utility/raycaster.h"
#include "../../utility/debugdraw.h" #include "utility/debugdraw.h"
// Scene xml files, should contain a node called <player> that holds the sprite location // Scene xml files, should contain a node called <player> that holds the sprite location
/* /*

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@ -1,6 +1,6 @@
#include "../../../gameplay/weapons/bullet.h" #include "gameplay/weapons/bullet.h"
#include "../../../utility/component.h" #include "gameplay/physics.h"
#include "../../../gameplay/physics.h" #include "utility/component.h"
void Bullet::addComponent(std::shared_ptr<Component> component) void Bullet::addComponent(std::shared_ptr<Component> component)
{ {

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@ -1,8 +1,8 @@
#include "../../../gameplay/weapons/bulletmanager.h" #include "gameplay/weapons/bulletmanager.h"
#include "../../../gameplay/weapons/bullet.h" #include "gameplay/weapons/bullet.h"
#include "../../../utility/component.h" #include "gameplay/physics.h"
#include "../../../gameplay/physics.h" #include "utility/events.h"
#include "../../../utility/events.h" #include "utility/component.h"
#include <algorithm> #include <algorithm>

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@ -1,14 +1,14 @@
#include "../../../gameplay/weapons/weapon.h" #include "gameplay/weapons/weapon.h"
#include "../../../utility/resourcemanager.h" #include "utility/resourcemanager.h"
#include "../../../gameplay/weapons/bulletmanager.h" #include "gameplay/weapons/bulletmanager.h"
#include "../../../gameplay/weapons/bullet.h" #include "gameplay/weapons/bullet.h"
#include "../../../gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include "../../../utility/component.h" #include "utility/component.h"
#include "../../../utility/events.h" #include "utility/events.h"
#include "../../../gameplay/physics.h" #include "gameplay/physics.h"
#include <SDL_timer.h> #include <SDL_timer.h>
#include "../../../utility/debugdraw.h" #include "utility/debugdraw.h"
// TODO: Regular clean up, make this mess readable! // TODO: Regular clean up, make this mess readable!
@ -52,37 +52,9 @@ void Weapon::shoot()
Uint32 currentTime = SDL_GetTicks(); Uint32 currentTime = SDL_GetTicks();
if (currentTime - lastFireTime >= fireSpeed) if (currentTime - lastFireTime >= fireSpeed)
{ {
float rotation = glm::radians(wielder->getRotation()); // create bullet using this generated data
float mass = 0.1f; BulletData b = genBulletData();
glm::vec2 facing = glm::vec2( bulletManager->addBullet(createBullet(b));
cos(rotation + glm::radians(static_cast<float>(bulletSpread->genFloat()))),
sin(rotation + glm::radians(static_cast<float>(bulletSpread->genFloat())))
);
facing = glm::normalize(facing);
float sizeMod = bulletModifer->genFloat();
float speedMod = bulletModifer->genFloat();
float dropMod = bulletModifer->genFloat();
float radius = wielder->getScale().x + (weaponSize.x * 0.5) + weaponOffset.x;
glm::vec3 offset = glm::vec3(
// x offset from the wielder
wielder->getCenter().x + cos(rotation) * radius - sin(rotation) * weaponOffset.y,
// y offset from the wielder
wielder->getCenter().y + sin(rotation) * radius + cos(rotation) * weaponOffset.y,
0.0f
);
glm::vec3 origin = offset;
origin.x -= ((bulletSize.x) * sizeMod) * 0.5f;
origin.y -= ((bulletSize.y) * sizeMod) * 0.5f;
auto bullet = std::make_shared<Bullet>(wielder->getActorID(), bulletShader, origin, facing, bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(bulletSprite);
bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getActorID(), origin, mass, bulletSize.x / 2)));
bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * glm::vec3(facing.x, facing.y, 0.f) / mass;
if (eventManager)
eventManager->notify(std::make_shared<BulletFiredEvent>(bullet));
bulletManager->addBullet(bullet);
lastFireTime = currentTime; lastFireTime = currentTime;
} }
} }
@ -97,7 +69,27 @@ void Weapon::hookEventManager(const std::shared_ptr<EventManager>& eventManager)
void Weapon::update(float deltaTime) void Weapon::update(float deltaTime)
{ {
Entity::update(deltaTime); Entity::update(deltaTime);
// move the weapon into place as the wielder rotates and moves
if (wielder) if (wielder)
adjustWeapon();
for (auto& component : components)
component->update();
bulletManager->update(deltaTime);
}
void Weapon::render(const std::shared_ptr<Camera>& camera)
{
Entity::render(camera);
for (auto& component : components)
{
component->bind();
component->render();
}
bulletManager->render(camera);
}
void Weapon::adjustWeapon()
{ {
float rotation = glm::radians(wielder->getRotation()); float rotation = glm::radians(wielder->getRotation());
@ -123,18 +115,44 @@ void Weapon::update(float deltaTime)
setPosition(origin); setPosition(origin);
lastDir = getDirectionFromRotation(glm::degrees(rotation)); lastDir = getDirectionFromRotation(glm::degrees(rotation));
} }
for (auto& component : components)
component->update(); Weapon::BulletData Weapon::genBulletData()
bulletManager->update(deltaTime); {
BulletData b;
float rotation = glm::radians(wielder->getRotation());
b.mass = 0.1f;
glm::vec2 facing = glm::vec2(
cos(rotation + glm::radians(static_cast<float>(bulletSpread->genFloat()))),
sin(rotation + glm::radians(static_cast<float>(bulletSpread->genFloat())))
);
b.direction = glm::normalize(facing);
b.sizeMod = bulletModifer->genFloat();
b.speedMod = bulletModifer->genFloat();
b.dropMod = bulletModifer->genFloat();
float radius = wielder->getScale().x + (weaponSize.x * 0.5) + weaponOffset.x;
b.origin = glm::vec3(
// x offset from the wielder
wielder->getCenter().x + cos(rotation) * radius - sin(rotation) * weaponOffset.y,
// y offset from the wielder
wielder->getCenter().y + sin(rotation) * radius + cos(rotation) * weaponOffset.y,
0.0f
);
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
return b;
} }
void Weapon::render(const std::shared_ptr<Camera>& camera) std::shared_ptr<Bullet> Weapon::createBullet(const Weapon::BulletData& data)
{ {
Entity::render(camera); auto bullet = std::make_shared<Bullet>(wielder->getActorID(), bulletShader, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
for (auto& component : components) bullet->addComponent(bulletSprite);
{ bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getActorID(), data.origin, data.mass, bulletSize.x / 2)));
component->bind(); bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * glm::vec3(data.direction.x, data.direction.y, 0.f) / data.mass;
component->render();
} if (eventManager)
bulletManager->render(camera); eventManager->notify(std::make_shared<BulletFiredEvent>(bullet));
return bullet;
} }

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@ -1,5 +1,5 @@
#include "../../graphics/instancedraw.h" #include "graphics/instancedraw.h"
#include "../../graphics/texture.h" #include "graphics/texture.h"
#include <glad/glad.h> #include <glad/glad.h>
#include <iostream> #include <iostream>

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@ -1,4 +1,4 @@
#include "../../graphics/mesh.h" #include "graphics/mesh.h"
Mesh::Mesh(const VertexList& vertexList, const IndexList& indexList) : indexSize(indexList.size()) Mesh::Mesh(const VertexList& vertexList, const IndexList& indexList) : indexSize(indexList.size())
{ {

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@ -1,4 +1,4 @@
#include "../../graphics/shader.h" #include "graphics/shader.h"
Shader::Shader(const char* vertexPath, const char* fragmentPath) Shader::Shader(const char* vertexPath, const char* fragmentPath)
{ {

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@ -1,7 +1,7 @@
#include "../../graphics/sprite.h" #include "graphics/sprite.h"
#include "../../graphics/texture.h" #include "graphics/texture.h"
#include "../../util.h" #include "util.h"
#include "../../utility/events.h" #include "utility/events.h"
SpriteStatic::SpriteStatic(const char* texturePath) SpriteStatic::SpriteStatic(const char* texturePath)
{ {

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@ -1,5 +1,5 @@
#include "../../graphics/texture.h" #include "graphics/texture.h"
#include "../../util.h" #include "util.h"
#include <SDL_image.h> #include <SDL_image.h>
#include <iostream> #include <iostream>

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@ -1,6 +1,6 @@
#include "../../graphics/tile.h" #include "graphics/tile.h"
#include "../../graphics/texture.h" #include "graphics/texture.h"
#include "../../graphics/tiletype.h" #include "graphics/tiletype.h"
TileSet::TileSet(const char* tileSetImage, float frameSize) TileSet::TileSet(const char* tileSetImage, float frameSize)
{ {

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@ -5,7 +5,7 @@
#include <iostream> #include <iostream>
// TODO: Fix circular dependency issues, mostly with input.h needing gameactor.h and command.h // TODO: Fix circular dependency issues, mostly with input.h needing gameactor.h and command.h
#include "../gameplay/game.h" #include "gameplay/game.h"
const float vertices[] = { const float vertices[] = {
0.0f, 0.5f, 0.0f, 0.0f, 0.5f, 0.0f,

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@ -1,4 +1,4 @@
#include "../util.h" #include "util.h"
namespace UTIL namespace UTIL
{ {

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@ -1,5 +1,5 @@
#include "../../utility/command.h" #include "utility/command.h"
#include "../../gameplay/gameactor.h" #include "gameplay/gameactor.h"
//void LambdaCommand::execute(GameActor& actor) { func(actor); } //void LambdaCommand::execute(GameActor& actor) { func(actor); }

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@ -1,4 +1,4 @@
#include "../../utility/debugdraw.h" #include "utility/debugdraw.h"
Circle::Circle(const glm::vec3& position, float radius) Circle::Circle(const glm::vec3& position, float radius)
{ {

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@ -1,4 +1,4 @@
#include "../../utility/ftfont.h" #include "utility/ftfont.h"
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>

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@ -1,11 +1,11 @@
#include "../../utility/resourcemanager.h" #include "utility/resourcemanager.h"
#include "../../utility/component.h" #include "utility/component.h"
#include "../../graphics/sprite.h" #include "graphics/sprite.h"
#include "../../graphics/tile.h" #include "graphics/tile.h"
#include "../../utility/script.h" #include "utility/script.h"
#include "../../graphics/tiletype.h" #include "graphics/tiletype.h"
#include "../../graphics/shader.h" #include "graphics/shader.h"
#include "../../gameplay/weapons/weapons.h" #include "gameplay/weapons/weapons.h"
std::shared_ptr<Sprite> ResourceManager::loadSpriteAnimated(const std::string& path, float frameSize) std::shared_ptr<Sprite> ResourceManager::loadSpriteAnimated(const std::string& path, float frameSize)
{ {

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@ -1,8 +1,8 @@
#include "../../utility/script.h" #include "utility/script.h"
#include "../../gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include "../../gameplay/physics.h" #include "gameplay/physics.h"
#include "../../gameplay/ai.h" #include "gameplay/ai.h"
#include "../../utility/raycaster.h" #include "utility/raycaster.h"
void Script::registerUserTypes() void Script::registerUserTypes()
{ {

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@ -1,5 +1,5 @@
#include "../../utility/xmlloader.h" #include "utility/xmlloader.h"
#include "../../graphics/tiletype.h" #include "graphics/tiletype.h"
#include <sstream> #include <sstream>
#include <fstream> #include <fstream>

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@ -3,7 +3,7 @@
#include <functional> #include <functional>
#include "../gameplay/mousestate.h" #include "utility/mousestate.h"
class GameActor; class GameActor;

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@ -1,10 +1,10 @@
#ifndef _H_COMPONENT_H #ifndef _H_COMPONENT_H
#define _H_COMPONENT_H #define _H_COMPONENT_H
#include "../graphics/mesh.h" #include "graphics/mesh.h"
#include "../graphics/sprite.h" #include "graphics/sprite.h"
#include "../graphics/shader.h" #include "graphics/shader.h"
#include "../gameplay/ai.h" #include "gameplay/ai.h"
#include "events.h" #include "events.h"
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>

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@ -6,7 +6,7 @@
#include <functional> #include <functional>
#include <unordered_map> #include <unordered_map>
#include "direction.h" #include "utility/direction.h"
class Bullet; class Bullet;
struct PhysicsComponent; struct PhysicsComponent;

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@ -5,7 +5,7 @@
#include <vector> #include <vector>
#include <memory> #include <memory>
#include "debugdraw.h" #include "utility/debugdraw.h"
class Raycaster { class Raycaster {
public: public:

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@ -5,7 +5,7 @@
#include <memory> #include <memory>
#include <string> #include <string>
#include "../utility/xmlloader.h" #include "utility/xmlloader.h"
#include <cassert> #include <cassert>
class Sprite; class Sprite;