245 lines
4.9 KiB
C++
245 lines
4.9 KiB
C++
#include "Game.h"
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const int thickness = 15;
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const float paddleH = 100.0f;
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Game::Game():mWindow(nullptr),mRenderer(nullptr),mTicksCount(0),mIsRunning(true),mPaddleDir(0)
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{
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}
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bool Game::Initialize()
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{
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// Initialize SDL
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int sdlResult = SDL_Init(SDL_INIT_VIDEO);
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if (sdlResult != 0)
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{
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SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
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return false;
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}
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// Create an SDL Window
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mWindow = SDL_CreateWindow(
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"Game Programming in C++ (Chapter 1)", // Window title
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100, // Top left x-coordinate of window
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100, // Top left y-coordinate of window
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1024, // Width of window
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768, // Height of window
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0 // Flags (0 for no flags set)
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);
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if (!mWindow)
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{
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SDL_Log("Failed to create window: %s", SDL_GetError());
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return false;
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}
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//// Create SDL renderer
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mRenderer = SDL_CreateRenderer(
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mWindow, // Window to create renderer for
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-1, // Usually -1
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
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);
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if (!mRenderer)
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{
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SDL_Log("Failed to create renderer: %s", SDL_GetError());
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return false;
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}
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//
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mPaddlePos.x = 10.0f;
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mPaddlePos.y = 768.0f/2.0f;
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mBallPos.x = 1024.0f/2.0f;
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mBallPos.y = 768.0f/2.0f;
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mBallVel.x = -200.0f;
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mBallVel.y = 235.0f;
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return true;
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}
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void Game::RunLoop()
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{
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while (mIsRunning)
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{
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ProcessInput();
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UpdateGame();
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GenerateOutput();
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}
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}
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void Game::ProcessInput()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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// If we get an SDL_QUIT event, end loop
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case SDL_QUIT:
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mIsRunning = false;
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break;
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}
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}
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// Get state of keyboard
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const Uint8* state = SDL_GetKeyboardState(NULL);
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// If escape is pressed, also end loop
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if (state[SDL_SCANCODE_ESCAPE])
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{
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mIsRunning = false;
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}
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// Update paddle direction based on W/S keys
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mPaddleDir = 0;
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if (state[SDL_SCANCODE_W])
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{
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mPaddleDir -= 1;
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}
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if (state[SDL_SCANCODE_S])
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{
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mPaddleDir += 1;
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}
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}
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void Game::UpdateGame()
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{
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// Wait until 16ms has elapsed since last frame
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while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
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;
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// Delta time is the difference in ticks from last frame
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// (converted to seconds)
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float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
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// Clamp maximum delta time value
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if (deltaTime > 0.05f)
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{
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deltaTime = 0.05f;
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}
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// Update tick counts (for next frame)
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mTicksCount = SDL_GetTicks();
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// Update paddle position based on direction
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if (mPaddleDir != 0)
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{
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mPaddlePos.y += mPaddleDir * 300.0f * deltaTime;
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// Make sure paddle doesn't move off screen!
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if (mPaddlePos.y < (paddleH/2.0f + thickness))
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{
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mPaddlePos.y = paddleH/2.0f + thickness;
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}
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else if (mPaddlePos.y > (768.0f - paddleH/2.0f - thickness))
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{
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mPaddlePos.y = 768.0f - paddleH/2.0f - thickness;
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}
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}
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// Update ball position based on ball velocity
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mBallPos.x += mBallVel.x * deltaTime;
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mBallPos.y += mBallVel.y * deltaTime;
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// Bounce if needed
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// Did we intersect with the paddle?
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float diff = mPaddlePos.y - mBallPos.y;
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// Take absolute value of difference
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diff = (diff > 0.0f) ? diff : -diff;
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if (
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// Our y-difference is small enough
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diff <= paddleH / 2.0f &&
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// We are in the correct x-position
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mBallPos.x <= 25.0f && mBallPos.x >= 20.0f &&
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// The ball is moving to the left
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mBallVel.x < 0.0f)
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{
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mBallVel.x *= -1.0f;
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}
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// Did the ball go off the screen? (if so, end game)
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else if (mBallPos.x <= 0.0f)
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{
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mIsRunning = false;
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}
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// Did the ball collide with the right wall?
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else if (mBallPos.x >= (1024.0f - thickness) && mBallVel.x > 0.0f)
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{
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mBallVel.x *= -1.0f;
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}
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// Did the ball collide with the top wall?
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if (mBallPos.y <= thickness && mBallVel.y < 0.0f)
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{
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mBallVel.y *= -1;
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}
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// Did the ball collide with the bottom wall?
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else if (mBallPos.y >= (768 - thickness) &&
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mBallVel.y > 0.0f)
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{
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mBallVel.y *= -1;
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}
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}
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void Game::GenerateOutput()
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{
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// Set draw color to blue
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SDL_SetRenderDrawColor(
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mRenderer,
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0, // R
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0, // G
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255, // B
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255 // A
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);
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// Clear back buffer
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SDL_RenderClear(mRenderer);
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// Draw walls
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SDL_SetRenderDrawColor(mRenderer, 255, 255, 255, 255);
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// Draw top wall
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SDL_Rect wall{
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0, // Top left x
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0, // Top left y
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1024, // Width
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thickness // Height
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};
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SDL_RenderFillRect(mRenderer, &wall);
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// Draw bottom wall
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wall.y = 768 - thickness;
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SDL_RenderFillRect(mRenderer, &wall);
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// Draw right wall
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wall.x = 1024 - thickness;
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wall.y = 0;
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wall.w = thickness;
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wall.h = 1024;
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SDL_RenderFillRect(mRenderer, &wall);
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// Draw paddle
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SDL_Rect paddle{
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static_cast<int>(mPaddlePos.x),
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static_cast<int>(mPaddlePos.y - paddleH/2),
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thickness,
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static_cast<int>(paddleH)
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};
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SDL_RenderFillRect(mRenderer, &paddle);
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// Draw ball
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SDL_Rect ball{
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static_cast<int>(mBallPos.x - thickness/2),
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static_cast<int>(mBallPos.y - thickness/2),
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thickness,
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thickness
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};
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SDL_RenderFillRect(mRenderer, &ball);
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// Swap front buffer and back buffer
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SDL_RenderPresent(mRenderer);
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}
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void Game::Shutdown()
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{
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SDL_DestroyRenderer(mRenderer);
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SDL_DestroyWindow(mWindow);
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SDL_Quit();
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} |