Added option to use (rgb) or SDL_Color..
Also added options for handling x y coords to drawing code.
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13
Data/Media/Maps/mainmenu
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13
Data/Media/Maps/mainmenu
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@ -0,0 +1,13 @@
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 tree 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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rock 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 water 1 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 gravel 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0 grass 0 n 0 000 n 0 0
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@ -19,7 +19,7 @@ Game::~Game(void) {
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}
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}
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int Game::Run(const string savegameIDArg) {
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int Game::Run(const string savegameIDArg) {
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m_player->SetXY(200, 200);
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m_player->SetXY(100, 50);
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m_player->LoadSprites("../Data/Media/Images/Characters/template.png", 40, 45);
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m_player->LoadSprites("../Data/Media/Images/Characters/template.png", 40, 45);
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m_npc->SetXY(300, 300);
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m_npc->SetXY(300, 300);
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@ -168,6 +168,7 @@ void Game::Render(void) {
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m_ingameMenu->Render();
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m_ingameMenu->Render();
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}
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}
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SDL_Flip(screen);
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SDL_Flip(screen);
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SDL_Flip(screen);
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}
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}
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void Game::LoadSavegame(const string savegameIDArg) {
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void Game::LoadSavegame(const string savegameIDArg) {
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@ -10,4 +10,4 @@ SDL_Event event;
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int levelWidth;
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int levelWidth;
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int levelHeight;
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int levelHeight;
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bool debugEnabled = false;
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bool debugEnabled = true;
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@ -15,12 +15,21 @@ void Button::SetOutRGB(Uint8 r, Uint8 g, Uint8 b) {
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m_mouseOutColour.b = b;
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m_mouseOutColour.b = b;
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}
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}
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void Button::SetOutRGB(SDL_Color colour) {
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button.SetRGB(colour);
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m_mouseOutColour = colour;
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}
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void Button::SetOverRGB(Uint8 r, Uint8 g, Uint8 b) {
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void Button::SetOverRGB(Uint8 r, Uint8 g, Uint8 b) {
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m_mouseOverColour.r = r;
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m_mouseOverColour.r = r;
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m_mouseOverColour.g = g;
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m_mouseOverColour.g = g;
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m_mouseOverColour.b = b;
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m_mouseOverColour.b = b;
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}
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}
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void Button::SetOverRGB(SDL_Color colour) {
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m_mouseOverColour = colour;
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}
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void Button::SetXY(int xArg, int yArg) {
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void Button::SetXY(int xArg, int yArg) {
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x = xArg;
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x = xArg;
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y = yArg;
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y = yArg;
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@ -37,6 +46,11 @@ void Button::SetTextRGB(Uint8 r, Uint8 g, Uint8 b) {
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m_text.SetTextBlended(m_text.GetText(), "small", m_textColour);
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m_text.SetTextBlended(m_text.GetText(), "small", m_textColour);
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}
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}
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void Button::SetTextRGB(SDL_Color colour) {
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m_textColour = colour;
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m_text.SetTextBlended(m_text.GetText(), "small", colour);
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}
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void Button::SetText(string textArg) {
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void Button::SetText(string textArg) {
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m_text.SetTextBlended(textArg, "small", m_textColour);
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m_text.SetTextBlended(textArg, "small", m_textColour);
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@ -52,7 +66,7 @@ bool Button::CheckMouseOver(void) {
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return true;
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return true;
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}
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}
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}
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}
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button.SetRGB(m_mouseOutColour.r, m_mouseOutColour.g, m_mouseOutColour.b);
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button.SetRGB(m_mouseOutColour);
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return false;
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return false;
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}
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}
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@ -60,3 +74,8 @@ void Button::Render(void) {
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button.DrawLiteral();
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button.DrawLiteral();
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m_text.RenderLiteral();
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m_text.RenderLiteral();
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}
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}
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void Button::Render(int xArg, int yArg) {
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button.DrawLiteral(xArg, yArg);
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m_text.RenderLiteral(xArg, yArg);
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}
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@ -14,12 +14,16 @@ public:
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~Button(void);
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~Button(void);
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void SetOutRGB(Uint8 r, Uint8 g, Uint8 b);
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void SetOutRGB(Uint8 r, Uint8 g, Uint8 b);
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void SetOutRGB(SDL_Color);
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void SetOverRGB(Uint8 r, Uint8 g, Uint8 b);
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void SetOverRGB(Uint8 r, Uint8 g, Uint8 b);
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void SetXY(int xArg, int yArg);
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void SetOverRGB(SDL_Color);
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void SetTextRGB(Uint8 r, Uint8 g, Uint8 b);
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void SetTextRGB(Uint8 r, Uint8 g, Uint8 b);
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void SetTextRGB(SDL_Color);
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void SetText(string textArg);
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void SetText(string textArg);
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void SetXY(int xArg, int yArg);
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int GetX(void) { return x; }
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int GetX(void) { return x; }
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int GetY(void) { return y; }
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int GetY(void) { return y; }
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int GetWidth(void) { return w; }
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int GetWidth(void) { return w; }
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@ -28,6 +32,7 @@ public:
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bool CheckMouseOver(void);
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bool CheckMouseOver(void);
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void Render(void);
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void Render(void);
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void Render(int xArg, int yArg);
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private:
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private:
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SDL_Color m_mouseOutColour;
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SDL_Color m_mouseOutColour;
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@ -1,7 +1,7 @@
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#include "Character.h"
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#include "Character.h"
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// Pixels * 60 / sec
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// Pixels * 60 / sec
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const float Character::CHARACTER_SPEED = 2.f;
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const float Character::CHARACTER_SPEED = 3.5f;
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static list<Character*>collisionList;
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static list<Character*>collisionList;
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static list<Character*>::iterator collisionIterator;
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static list<Character*>::iterator collisionIterator;
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@ -106,7 +106,7 @@ void Character::Move(void) {
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tileY = ((y + (h / 2)) / TILE_HEIGHT);
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tileY = ((y + (h / 2)) / TILE_HEIGHT);
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if((y < 0) || (y + h) > levelHeight)
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if((y < 0) || (y + h) > levelHeight)
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y -= yVel;
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y -= yVel;
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if(CheckTileCollisions())
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if(CheckTileCollisions())
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y -= yVel;
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y -= yVel;
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if(CheckEntityCollisions())
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if(CheckEntityCollisions())
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b = bArg;
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b = bArg;
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}
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}
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void Rect::SetRGB(SDL_Color colour) {
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r = colour.r;
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g = colour.g;
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b = colour.b;
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}
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void Rect::Draw(void) {
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void Rect::Draw(void) {
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SDL_Rect offset;
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SDL_Rect offset;
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@ -33,6 +39,26 @@ void Rect::Draw(void) {
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SDL_FillRect(screen, &offset, SDL_MapRGB(screen->format, r, g, b));
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SDL_FillRect(screen, &offset, SDL_MapRGB(screen->format, r, g, b));
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}
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}
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void Rect::Draw(int xArg, int yArg) {
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SDL_Rect offset;
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offset.x = xArg - camera.x;
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offset.y = yArg - camera.y;
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offset.w = rect.w;
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offset.h = rect.h;
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}
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void Rect::DrawLiteral(void) {
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void Rect::DrawLiteral(void) {
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SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, r, g, b));
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SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, r, g, b));
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}
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}
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void Rect::DrawLiteral(int xArg, int yArg) {
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SDL_Rect offset;
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offset.x = xArg;
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offset.y = yArg;
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offset.w = rect.w;
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offset.h = rect.h;
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SDL_FillRect(screen, &offset, SDL_MapRGB(screen->format, r, g, b));
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}
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void SetXY(int xArg, int yArg);
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void SetXY(int xArg, int yArg);
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void SetWidthHeight(int wArg, int hArg);
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void SetWidthHeight(int wArg, int hArg);
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void SetRGB(Uint8 rArg, Uint8 gArg, Uint8 bArg);
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void SetRGB(Uint8 rArg, Uint8 gArg, Uint8 bArg);
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void SetRGB(SDL_Color);
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void Draw(void);
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void Draw(void);
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void Draw(int xArg, int yArg);
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void DrawLiteral(void);
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void DrawLiteral(void);
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void DrawLiteral(int xArg, int yArg);
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protected:
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protected:
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Uint8 r;
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Uint8 r;
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