game
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30
include/engine.h
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30
include/engine.h
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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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#include "vector.h"
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#include <SDL.h>
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#include <string>
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#include <vector>
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#include "sound.h"
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class Engine
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{
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private:
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const char* ctitle;
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int frameStart = 0;
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bool soundInitialized = false;
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public:
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Input input;
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int targetFrameRate = 60;
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SDL_Window *window;
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SDL_Renderer *renderer;
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Engine(std::string title, int width, int height);
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void initSound();
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void clear(SDL_Color color);
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void startFrame();
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void render();
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void update();
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~Engine();
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};
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39
include/input.h
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39
include/input.h
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#include <SDL.h>
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#include <map>
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#include <string>
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struct Controller
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{
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SDL_GameController* controller;
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std::string name;
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std::map<Uint8, bool> buttons;
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Sint16 leftStickX = 0;
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Sint16 leftStickY = 0;
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Sint16 rightStickX = 0;
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Sint16 rightStickY = 0;
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Sint16 leftTrigger = 0;
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Sint16 rightTrigger = 0;
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};
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struct Mouse
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{
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int x;
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int y;
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int wheel;
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std::map<int, bool> buttons;
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};
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class Input
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{
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private:
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SDL_Event event;
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public:
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bool exit;
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std::map<int, Controller> controllers;
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std::map<SDL_Keycode, bool> activeKeys;
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Mouse mouse;
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Input();
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void update();
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};
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26
include/sound.h
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26
include/sound.h
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@@ -0,0 +1,26 @@
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#include <SDL_mixer.h>
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class Music
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{
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private:
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Mix_Music* music;
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public:
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Music(const char* path);
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void play(int loops = -1);
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void pause();
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void stop();
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void resume();
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void setVolume(int volume);
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~Music();
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};
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class Effect
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{
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private:
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Mix_Chunk* effect;
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public:
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Effect(const char* path);
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void setVolume(int volume);
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void play(int loops = 0, int channel = -1);
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~Effect();
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};
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67
include/sprite.h
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67
include/sprite.h
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@@ -0,0 +1,67 @@
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#include <SDL.h>
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#include <map>
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#include <string>
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#include <vector>
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#include "vector.h"
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#pragma once
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class Sprite
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{
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private:
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std::map<std::string, SDL_Rect> frames;
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SDL_Surface* surface;
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SDL_Texture* Texture;
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int_vec2 size;
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public:
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SDL_Rect dstrect;
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int_vec2 scale = { 1, 1 };
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double angle = 0;
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Sprite(SDL_Renderer* renderer, SDL_Surface* surface);
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void draw(SDL_Renderer* renderer, std::string frame, bool autoRect = true, SDL_RendererFlip flip = SDL_FLIP_NONE);
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void addFrame(std::string name, SDL_Rect rect);
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void move(int_vec2 position);
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void setPos(int_vec2 position);
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int_vec2 getSize(std::string frame);
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void autorect(std::string frame);
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~Sprite();
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};
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class Animation
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{
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private:
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std::vector<std::string> frames;
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Sprite* sprite;
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int currentFrame = 0;
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int frameDuration = 0;
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int frameCounter = 0;
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std::string currentFrameName;
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int frameIndex = 0;
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int frameDirection = 1;
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public:
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bool loop = true;
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bool pingpong = false;
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Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int frameDuration);
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void update();
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void reset(bool ifFinish = false);
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void draw(SDL_Renderer* renderer, bool autoRect = true, bool flip = false);
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};
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class AnimationManager
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{
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private:
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std::map<std::string, Animation*> animations;
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std::map<std::string, bool> flip;
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std::map<std::string, bool> autoRect;
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std::string currentAnimation;
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Sprite* sprite;
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public:
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AnimationManager(Sprite* sprite);
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void addAnimation(std::string name, std::map<std::string, SDL_Rect> animation, int frameDuration = 10, bool flip = false, bool autoRect = true, bool loop = true, bool pingpong = false);
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void setAnimation(std::string name);
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void update();
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void play(std::string name);
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void draw(SDL_Renderer* renderer);
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};
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19
include/text.h
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19
include/text.h
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include <string>
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class Text
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{
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private:
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SDL_Surface* surface;
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SDL_Texture* texture;
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TTF_Font* font;
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SDL_Color color;
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SDL_Rect* rect;
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public:
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Text(std::string font, int size, SDL_Color color);
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~Text();
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void update(std::string text, SDL_Renderer* renderer);
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void draw(SDL_Renderer* renderer, int x, int y);
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};
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58
include/vector.h
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58
include/vector.h
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@@ -0,0 +1,58 @@
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// prevent multiple inclusion
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#pragma once
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// class for 2D float vector
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class float_vec2
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{
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// public members
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public:
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// x and y coordinates
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float x, y;
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// operator functions
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float_vec2 operator+(float_vec2 vec)
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{
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return { x + vec.x, y + vec.y };
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}
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float_vec2 operator*(float v)
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{
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return { x * v, y * v };
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}
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float_vec2 operator*(float_vec2 vec)
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{
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return { x * vec.x, y * vec.y };
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}
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float_vec2 operator-(float_vec2 vec)
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{
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return { x - vec.x, y - vec.y };
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}
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float_vec2 operator-(float v)
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{
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return { x - v, y - v };
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}
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};
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// class for 2D integer vector
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class int_vec2
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{
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// public members
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public:
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// x and y coordinates
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int x, y;
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// operator functions
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int_vec2 operator+(int_vec2 vec)
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{
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return { x + vec.x, y + vec.y };
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}
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int_vec2 operator*(int v)
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{
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return { x * v, y * v };
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}
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int_vec2 operator*(int_vec2 vec)
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{
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return { x * vec.x, y * vec.y };
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}
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int_vec2 operator-(int_vec2 vec)
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{
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return { x - vec.x, y - vec.y };
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}
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};
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