aminmations
This commit is contained in:
		
							
								
								
									
										20
									
								
								src/input.cpp
									
									
									
									
									
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										20
									
								
								src/input.cpp
									
									
									
									
									
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#include "input.h"
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void Input::update()
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{
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    while (SDL_PollEvent(&event))
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    {
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        if (event.type == SDL_KEYDOWN)
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        {
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            activeKeys[event.key.keysym.sym] = true;
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        }
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        else if (event.type == SDL_KEYUP)
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        {
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            activeKeys.erase(event.key.keysym.sym);
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        }
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        else if (event.type == SDL_QUIT)
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        {
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            exit = true;
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        }
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    }
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}
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										95
									
								
								src/main.cpp
									
									
									
									
									
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										95
									
								
								src/main.cpp
									
									
									
									
									
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// Inludes
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#include <SDL.h>
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#include <string>
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#include <vector>
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#include "input.h"
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#include "text.h"
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#include "sprite.h"
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// Variables
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SDL_Surface* assets;
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int startTime = 0;
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Input input;
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TTF_Font *font;
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SDL_Window *window;
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SDL_Renderer *renderer;
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const int targetFps = 60;
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// Functions
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// Quit function
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void quit()
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{
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    // Free assets
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    TTF_CloseFont(font);
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    SDL_FreeSurface(assets);   
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    SDL_DestroyRenderer(renderer);
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    SDL_DestroyWindow(window);
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    SDL_Quit();
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    TTF_Quit();
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    // Exit program
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    exit(0);
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}
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// Main function
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int main(int argc, char* argv[])
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{   
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    // Initialize SDL and TFF;
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    TTF_Init();
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    SDL_Init(SDL_INIT_VIDEO);
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    // Create window and renderer
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    window = SDL_CreateWindow("test game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 400, SDL_WINDOW_SHOWN);
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    renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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    // Load assets
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    assets = SDL_LoadBMP("assets/sprites.bmp");
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    // frame map
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    std::map<std::string, SDL_Rect> frames = {
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            { "idle", { 4, 456, 68, 125 } },
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            { "idle2", { 76, 456, 68, 128 } },
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            { "idle3", { 148, 456, 68, 125 } }
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    };
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    // Create sprite and animation
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    Sprite* sprite = new Sprite(renderer, assets);
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    AnimationManager* animations = new AnimationManager(sprite);
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    animations->addAnimation("idle", frames);
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    animations->setAnimation("idle");
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    // Main loop
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    while (true)
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    {
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        // Start time
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        startTime = SDL_GetTicks();
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        // Update input
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        input.update();
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        // Exit if window is closed
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        if (input.exit)
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        {
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            quit();
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        }
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        // Update animation
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        animations->update();
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        // Clear screen
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        SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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        SDL_RenderClear(renderer);
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        // Draw sprite
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        animations->draw(renderer);
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        // Update screen
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        SDL_RenderPresent(renderer);
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        // if frame is faster than target fps, delay
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        if (1000 / targetFps > SDL_GetTicks() - startTime)
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        {
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            SDL_Delay(1000 / targetFps - (SDL_GetTicks() - startTime));
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        }
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    }
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    return 0;
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}
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										126
									
								
								src/sprite.cpp
									
									
									
									
									
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										126
									
								
								src/sprite.cpp
									
									
									
									
									
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#include "sprite.h"
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Sprite::Sprite(SDL_Renderer *renderer, SDL_Surface *surface)
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{
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    Texture = SDL_CreateTextureFromSurface(renderer, surface);
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    dstrect = { 0, 0, surface->w, surface->h };
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}
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Sprite::~Sprite()
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{
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    SDL_DestroyTexture(Texture);
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}
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void Sprite::draw(SDL_Renderer* renderer, std::string frame, bool autoRect, bool flip)
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    {
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    if (frames.find(frame) == frames.end())
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    {
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        printf("Frame not found\n");
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        return;
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    }
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    if (autoRect)
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    {
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        dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
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    }
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    SDL_SetTextureAlphaMod(Texture, 255);
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    dstrect.w *= scale.x;
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    dstrect.h *= scale.y;
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    SDL_RenderCopyEx(renderer, Texture, &frames[frame], &dstrect, angle, NULL, flip ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE);
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}
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void Sprite::addFrame(std::string name, SDL_Rect rect)
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{
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    frames[name] = rect;
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}
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void Sprite::move(int_vec2 position)
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{
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    dstrect = { position.x, position.y, dstrect.w, dstrect.h };
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}
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int_vec2 Sprite::getSize(std::string frame)
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{
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    size = { frames[frame].w, frames[frame].h };
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    return size;
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}
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void Sprite::autorect(std::string frame)
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{
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    dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
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}
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Animation::Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int frameDuration)
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{
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    this->sprite = sprite;
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    this->frameDuration = frameDuration;
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    for (auto const& x : frames)
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    {
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        this->frames.push_back(x.first);
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        this->sprite->addFrame(x.first, x.second);
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    }
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    currentFrameName = this->frames[0];
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}
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void Animation::update()
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{
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    frameCounter++;
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    if (frameCounter >= frameDuration)
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    {
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        frameCounter = 0;
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        if (pingpong)
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        {
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            frameIndex += frameDirection;
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            if (frameIndex >= frames.size() - 1 || frameIndex <= 0)
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            {
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                frameDirection *= -1;
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            }
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        }
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        else
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        {
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            frameIndex++;
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            if (frameIndex >= frames.size())
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            {
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                frameIndex = 0;
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            }
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        }
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        currentFrameName = frames[frameIndex];
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    }
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}
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void Animation::draw(SDL_Renderer* renderer, bool autoRect, bool flip)
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{
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    sprite->draw(renderer, currentFrameName, autoRect, flip);
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}
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AnimationManager::AnimationManager(Sprite* sprite)
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{
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    this->sprite = sprite;
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}
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void AnimationManager::addAnimation(std::string name, std::map<std::string, SDL_Rect> frames, int frameDuration, bool flip, bool autoRect, bool loop, bool pingpong)
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{
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    animations[name] = new Animation(frames, sprite, frameDuration);
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    this->flip[name] = flip;
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    this->autoRect[name] = autoRect;
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    animations[name].loop = loop;
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    animations[name].pingpong = pingpong;
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}
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void AnimationManager::setAnimation(std::string name)
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{
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    currentAnimation = name;
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}
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void AnimationManager::update()
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{
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    animations[currentAnimation].update();
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}
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void AnimationManager::draw(SDL_Renderer* renderer)
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{
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    animations[currentAnimation].draw(renderer, autoRect[currentAnimation], flip[currentAnimation]);
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}
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										17
									
								
								src/text.cpp
									
									
									
									
									
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										17
									
								
								src/text.cpp
									
									
									
									
									
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#include "text.h"
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Text::Text(TTF_Font* font, SDL_Color color)
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{
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    this->font = font;
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    this->color = color;
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}
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void Text::draw(SDL_Renderer* renderer, std::string text, int x, int y)
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{
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    surface = TTF_RenderText_Solid(font, text.c_str(), color);
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    texture = SDL_CreateTextureFromSurface(renderer, surface);
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    rect = { x, y, surface->w, surface->h };
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    SDL_RenderCopy(renderer, texture, NULL, &rect);
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    SDL_FreeSurface(surface);
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    SDL_DestroyTexture(texture);
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}
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