2012-09-09 20:50:15 +00:00
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/*
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* Game.cpp
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*
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* Created on: 05.07.2012
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* Author: Felix
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*/
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#include "Game.h"
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#include "abstract/Actor.h"
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2012-09-12 12:21:57 +00:00
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#include "sprite/Cover.h"
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#include "sprite/Enemy.h"
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2012-09-09 20:50:15 +00:00
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#include "util/Loader.h"
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#include "util/ResourceManager.h"
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#include "util/String.h"
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/// Goal amount of frames per second.
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const int Game::FPS_GOAL = 60;
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/// Milliseconds per tick at FPS_GOAL.
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const float Game::TICKS_GOAL = 1000 / Game::FPS_GOAL;
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/**
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* Initializes game, including window and objects (sprites).
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*/
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Game::Game(const Vector2i& resolution) :
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mWorld(b2Vec2(0, 0)),
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mWindow(sf::VideoMode(resolution.x, resolution.y, 32), "Roguelike Shooter",
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sf::Style::Close | sf::Style::Titlebar),
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mView(Vector2f(0, 0), Vector2f(resolution)),
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//mFps("test"),
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2012-09-12 12:21:57 +00:00
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mTileManager(mWorld),
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mPlayer(mWorld, mCollection, Vector2f(200.0f, 100.0f)),
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2012-09-09 20:50:15 +00:00
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mElapsed(0),
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mQuit(false),
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mPaused(false) {
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mWindow.setFramerateLimit(FPS_GOAL);
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2012-09-12 12:21:57 +00:00
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mWindow.setKeyRepeatEnabled(true);
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2012-09-11 14:22:47 +00:00
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mWorld.SetContactListener(this);
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2012-09-12 12:21:57 +00:00
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mTileManager.generate();
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2012-09-09 20:50:15 +00:00
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for (int i = 0; i < 500; i += 50) {
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mCollection.insert(std::shared_ptr<Sprite>(new Cover(Vector2f(i, i), Vector2i(20, 20),
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2012-09-16 18:33:00 +00:00
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mWorld)));
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2012-09-12 12:21:57 +00:00
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}
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2012-09-16 18:33:00 +00:00
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mCollection.insert(std::shared_ptr<Sprite>(new Enemy(mWorld, Vector2f(400.0f, 200.0f),
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mCollection)));
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2012-09-09 20:50:15 +00:00
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}
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/**
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* Closes window.
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*/
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Game::~Game() {
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mWindow.close();
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}
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/**
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* Runs the game loop.
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*/
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void
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Game::loop() {
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sf::Uint32 left = 0;
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while (!mQuit) {
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input();
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for (; !mPaused && (left >= TICKS_GOAL); left -= TICKS_GOAL) {
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Actor::think(TICKS_GOAL);
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mWorld.Step(1.0f / FPS_GOAL, 8, 3);
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mCollection.checkDelete();
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}
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//mFps.setString(getFps());
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tick();
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left += mElapsed;
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render();
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}
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}
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/**
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* Saves ticks since last call.
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*/
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void
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Game::tick() {
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mElapsed = mClock.restart().asMilliseconds();
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if (mPaused) {
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mElapsed = 0;
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}
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}
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/**
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* Handles general game input.
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*/
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void
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Game::input() {
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sf::Event event;
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while (mWindow.pollEvent(event)) {
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switch (event.type) {
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case sf::Event::Closed:
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mQuit = true;
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break;
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case sf::Event::KeyPressed:
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keyDown(event);
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break;
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case sf::Event::KeyReleased:
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keyUp(event);
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break;
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case sf::Event::MouseButtonReleased:
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mouseUp(event);
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break;
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case sf::Event::MouseMoved:
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mPlayer.setCrosshairPosition(convertCoordinates(event.mouseMove.x, event.mouseMove.y));
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break;
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default:
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break;
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}
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}
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}
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/**
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* Handles key up event. This is used for events that only fire once per keypress.
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*/
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void
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Game::keyUp(const sf::Event& event) {
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switch (event.key.code) {
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case sf::Keyboard::Escape:
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mQuit = true;
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break;
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case sf::Keyboard::Space:
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mPaused = !mPaused;
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break;
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2012-09-12 18:10:29 +00:00
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case sf::Keyboard::W:
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mPlayer.setDirection(Player::DIRECTION_UP, true);
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break;
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case sf::Keyboard::S:
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mPlayer.setDirection(Player::DIRECTION_DOWN, true);
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break;
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case sf::Keyboard::A:
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mPlayer.setDirection(Player::DIRECTION_LEFT, true);
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break;
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case sf::Keyboard::D:
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mPlayer.setDirection(Player::DIRECTION_RIGHT, true);
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break;
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2012-09-09 20:50:15 +00:00
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default:
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break;
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}
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}
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/**
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* Handles key down event. This is used for any events that refire automatically.
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*/
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void
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Game::keyDown(const sf::Event& event) {
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switch (event.key.code) {
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2012-09-12 18:10:29 +00:00
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case sf::Keyboard::W:
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mPlayer.setDirection(Player::DIRECTION_UP, false);
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break;
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case sf::Keyboard::S:
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mPlayer.setDirection(Player::DIRECTION_DOWN, false);
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break;
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case sf::Keyboard::A:
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mPlayer.setDirection(Player::DIRECTION_LEFT, false);
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break;
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case sf::Keyboard::D:
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mPlayer.setDirection(Player::DIRECTION_RIGHT, false);
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break;
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2012-09-09 20:50:15 +00:00
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default:
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break;
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}
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}
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/**
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* Converts a screen coordinate to a world coordinate.
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*/
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sf::Vector2<float>
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Game::convertCoordinates(int x, int y) {
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return mWindow.convertCoords(Vector2i(x, y), mView);
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}
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/**
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* Handles mouse key up events.
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*/
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void
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Game::mouseUp(const sf::Event& event) {
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switch (event.mouseButton.button) {
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case sf::Mouse::Left:
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mPlayer.fire();
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break;
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case sf::Mouse::Right:
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mPlayer.move(convertCoordinates(event.mouseButton.x, event.mouseButton.y));
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break;
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default:
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break;
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}
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}
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/**
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* Renders world and GUI.
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*/
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void
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Game::render() {
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mWindow.clear();
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mView.setCenter(mPlayer.getPosition());
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// Render world and dynamic stuff.
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mWindow.setView(mView);
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mWindow.draw(mTileManager);
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mWindow.draw(mCollection);
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mWindow.draw(mPlayer);
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// Render GUI and static stuff.
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mWindow.setView(mWindow.getDefaultView());
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//mWindow.draw(mFps);
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mWindow.display();
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}
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/**
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* Returns current FPS as string.
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*/
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sf::String
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Game::getFps() {
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return str((mElapsed != 0) ? 1000.0f / mElapsed : 0.0f, 2);
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}
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/**
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* Begin of collision, call callback function on both objects.
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*/
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void
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Game::BeginContact(b2Contact* contact) {
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Physical& first = *static_cast<Physical*>(contact->GetFixtureA()->GetBody()->GetUserData());
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Physical& second = *static_cast<Physical*>(contact->GetFixtureB()->GetBody()->GetUserData());
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if (!first.doesCollide(second) || !second.doesCollide(first)) {
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contact->SetEnabled(false);
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return;
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}
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first.onCollide(second, second.getCategory());
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second.onCollide(first, first.getCategory());
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}
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