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build/BeagleRescue
Executable file
BIN
build/BeagleRescue
Executable file
Binary file not shown.
@ -1,6 +1,6 @@
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{
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"GameName":"Graveyard Shift",
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"Developers": "Alan Youngblood",
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"Developers": "Alan Youngblood, Simon Zaleski",
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"LibraryDevelopers": "Sam Lantinga, Dave Gamble, Carl Birch, Job Vranish, David Lafreniere",
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"SpecialThanks":"Nic Allen, Brian Lhota"
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}
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@ -1,95 +0,0 @@
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#include "ConcreteGMStates.h"
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#include <stdio.h>
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void TitleScreen::toggle(GameManager* gamemgr)
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{
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// TitleScreen -> LoadingScreen
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printf("Entering TitleScreen state \n");
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gamemgr->setState(LoadingScreen::getInstance());
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printf("Transition from TitleScreen to LoadingScreen\n");
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}
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GameManagerState & TitleScreen::getInstance()
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{
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static TitleScreen singleton;
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return singleton;
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}
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void LoadingScreen::toggle(GameManager* gamemgr)
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{
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// LoadingScreen -> DayTime
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printf("Entering LoadingScreen state \n");
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gamemgr->setState(DayTime::getInstance());
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printf("Transition from LoadingScreen to DayTime\n");
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}
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GameManagerState & LoadingScreen::getInstance()
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{
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static LoadingScreen singleton;
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return singleton;
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}
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void DayTime::toggle(GameManager* gamemgr)
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{
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// DayTime -> NightTime
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printf("Entering DayTime state \n");
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gamemgr->setState(NightTime::getInstance());
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printf("Transition from DayTime to NightTime\n");
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}
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GameManagerState & DayTime::getInstance()
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{
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static DayTime singleton;
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return singleton;
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}
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void NightTime::toggle(GameManager* gamemgr)
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{
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if(!gameOver)
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{
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// NightTime -> DayTime
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printf("Entering NightTime state \n");
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gamemgr->setState(DayTime::getInstance());
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printf("Transition from NightTime to DayTime\n");
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} else
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{
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// NightTime -> GameOver
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printf("Entering NightTime state \n");
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gamemgr->setState(GameOver::getInstance());
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printf("Transitioning from NightTime to GameOver \n");
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}
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}
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GameManagerState & NightTime::getInstance()
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{
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static NightTime singleton;
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return singleton;
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}
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void PauseScreen::toggle(GameManager* gamemgr)
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{
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// PauseScreen -> DayTime
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printf("Entering PauseScreen state \n");
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gamemgr->setState(DayTime::getInstance());
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printf("Transition from TitleScreen to LoadingScreen\n");
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}
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GameManagerState & PauseScreen::getInstance()
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{
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static PauseScreen singleton;
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return singleton;
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}
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void GameOver::toggle(GameManager* gamemgr)
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{
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// GameOver -> TitleScreen
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printf("Entering TitleScreen state \n");
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gamemgr->setState(TitleScreen::getInstance());
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printf("Transition from TitleScreen to LoadingScreen\n");
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}
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GameManagerState & GameOver::getInstance()
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{
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static GameOver singleton;
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return singleton;
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}
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@ -1,82 +0,0 @@
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#pragma once
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#include "GameManagerState.h"
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#include "GameManager.h"
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class TitleScreen : public GameManagerState
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{
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public:
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void enter(GameManager * gamemgr) {};
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void toggle(GameManager * gamemgr);
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void exit(GameManager* gamemgr) {}
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static GameManagerState& getInstance();
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private:
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TitleScreen(){}
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TitleScreen(const TitleScreen& other);
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TitleScreen& operator=(const TitleScreen& other);
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};
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class LoadingScreen : public GameManagerState
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{
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public:
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void enter(GameManager * gamemgr) {};
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void toggle(GameManager * gamemgr);
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void exit(GameManager* gamemgr) {}
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static GameManagerState& getInstance();
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private:
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LoadingScreen(){}
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LoadingScreen(const LoadingScreen& other);
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LoadingScreen& operator=(const LoadingScreen& other);
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};
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class DayTime : public GameManagerState
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{
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public:
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void enter(GameManager * gamemgr) {};
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void toggle(GameManager * gamemgr);
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void exit(GameManager* gamemgr) {}
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static GameManagerState& getInstance();
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private:
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DayTime(){}
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DayTime(const DayTime& other);
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DayTime& operator=(const DayTime& other);
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};
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class NightTime : public GameManagerState
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{
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public:
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void enter(GameManager * gamemgr) {};
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void toggle(GameManager * gamemgr);
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void exit(GameManager* gamemgr) {}
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bool gameOver;
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static GameManagerState& getInstance();
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private:
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NightTime(){}
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NightTime(const NightTime& other);
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NightTime& operator=(const NightTime& other);
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};
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class GameOver : public GameManagerState
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{
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public:
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void enter(GameManager * gamemgr) {};
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void toggle(GameManager * gamemgr);
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void exit(GameManager* gamemgr) {}
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static GameManagerState& getInstance();
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private:
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GameOver(){}
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GameOver(const GameOver& other);
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GameOver& operator=(const GameOver& other);
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};
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class PauseScreen : public GameManagerState
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{
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public:
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void enter(GameManager * gamemgr) {};
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void toggle(GameManager * gamemgr);
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void exit(GameManager* gamemgr) {}
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static GameManagerState& getInstance();
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private:
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PauseScreen(){}
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PauseScreen(const PauseScreen& other);
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PauseScreen& operator=(const PauseScreen& other);
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};
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#include "GameManager.h"
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#include "ConcreteGMStates.h"
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GameManager::GameManager()
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{
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currentState = &TitleScreen::getInstance();
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}
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void GameManager::setState(GameManagerState& newState)
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{
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currentState->exit(this); // do stuff before changing states
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currentState = &newState; // change the states
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currentState->enter(this); // do stuff after changing states
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}
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void GameManager::toggle()
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{
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currentState->toggle(this);
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}
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#pragma once
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#include "GameManagerState.h"
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// Forward declaration to resolve circular dependency/include
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class GameManagerState;
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class GameManager
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{
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public:
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GameManager();
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inline GameManagerState* getCurrentState() const { return currentState; }
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void toggle();
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void setState(GameManagerState& newState);
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private:
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GameManagerState* currentState;
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};
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#pragma once
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#include "GameManager.h"
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// Forward declaration to resolve circular dependency/include
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class GameManager;
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class GameManagerState
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{
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public:
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virtual void enter(GameManager* gamemgr) = 0;
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virtual void toggle(GameManager* gamemgr) = 0;
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virtual void exit(GameManager* gamemgr) = 0;
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virtual ~GameManagerState() {}
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};
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#include "../ui/UIText.h"
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#include "../ui/UINineSlice.h"
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#include "../cjson/cJSON.h"
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#include "../fsm/GameManager.h"
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#include "../fsm/GameManagerState.h"
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// #include "../fsm/ConcreteGMStates.h"
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Map* map;
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Manager manager;
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@ -103,14 +100,14 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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assets->AddTexture("textBox", "assets/textures/ui/ui-element-tombstone.png");
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assets->AddTexture("tree","assets/textures/objects/tree.png");
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assets->AddTexture("jewel","assets/textures/objects/jewel.png");
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assets->AddTexture("3","assets/textures/ui/day-night-icon.png");
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assets->AddTexture("daynighticon","assets/textures/ui/day-night-icon.png");
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assets->AddTexture("robber","assets/textures/actors/robberrodent.png");
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assets->AddMusicTrack("simonZ","assets/audio/music/sailing16.ogg");
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assets->AddSoundClip("bwoop","assets/audio/sfx/bwoop.wav");
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map = new Map("terrain",globalScale,16);
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const char* myText = "Graveyard Shift";
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const char* myText = "Beagle Rescue";
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text = new UIText(myText, "font", 0, 0, 8, 12, globalScale);
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text->ParseString(myText, 12, 22, globalScale);
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SDL_Rect myDestRect = SDL_Rect();
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enemy.addComponent<SpriteComponent>("robber", SpriteComponent::spriteAnimation, "assets/textures/actors/robberrodent.json");
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enemy.addGroup(groupEnemies);
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printf("Starting up GameManager\n");
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GameManager gamemgr = GameManager();
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gamemgr.toggle();
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gamemgr.toggle();
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gamemgr.toggle();
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gamemgr.toggle();
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gamemgr.toggle();
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gamemgr.toggle();
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gamemgr.toggle();
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// gamemgr.setState(GameManager::setState(GameManagerState::enter(&PauseScreen)));
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printf("GameManager Demo Completed.\n");
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't Initialize SDL: %s", SDL_GetError());
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isRunning = false;
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if (Mix_PlayingMusic() == 0)
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{
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// std::cout << "Play Music Now" << std::endl;
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// Mix_PlayMusic(assets->GetMusicTrack("simonZ"), -1);
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Mix_PlayMusic(assets->GetMusicTrack("simonZ"), -1);
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}
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manager.refresh();
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manager.update();
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@ -292,12 +276,12 @@ void Game::render()
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{
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letter->draw();
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}
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Vector2D origPt;
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Vector2D destPt;
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origPt.Zero();
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destPt.x = 320.0*gScale;
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destPt.y = 240.0*gScale;
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drawLine(origPt,destPt,255,0,0);
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// Vector2D origPt;
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// Vector2D destPt;
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// origPt.Zero();
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// destPt.x = 320.0*gScale;
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// destPt.y = 240.0*gScale;
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// drawLine(origPt,destPt,255,0,0);
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SDL_RenderPresent(renderer);
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}
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@ -317,8 +301,8 @@ void Game::printDebug(char* debugInfo)
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printf("\n");
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}
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void Game::drawLine(Vector2D srcpt, Vector2D destpt, int red, int green, int blue)
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{
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SDL_SetRenderDrawColor(renderer, red, green, blue, 255);
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SDL_RenderDrawLine(renderer, srcpt.x, srcpt.y, destpt.x, destpt.y);
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}
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// void Game::drawLine(Vector2D srcpt, Vector2D destpt, int red, int green, int blue)
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// {
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// SDL_SetRenderDrawColor(renderer, red, green, blue, 255);
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// SDL_RenderDrawLine(renderer, srcpt.x, srcpt.y, destpt.x, destpt.y);
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// }
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void render();
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void clean();
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void printDebug(char* debugInfo);
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void drawLine(Vector2D srcpt, Vector2D destpt, int red, int green, int blue);
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// void drawLine(Vector2D srcpt, Vector2D destpt, int red, int green, int blue);
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bool running() { return isRunning; }
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// static void AddTile(int srcX, int srcY, int xpos, int ypos);
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static SDL_Renderer *renderer;
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