Canvas rewrite (#6)

* Beginning rewrite

* Move all constants to canvas, wire sprite handling code

* Make Sprite a struct and reformat

* Fix warning

Co-authored-by: Corentin Jabot <corentinjabot@gmail.com>
This commit is contained in:
Patricia Aas 2021-06-16 12:52:04 +02:00 committed by GitHub
parent dad36d7362
commit 68f63f3f66
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
18 changed files with 333 additions and 284 deletions

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@ -49,10 +49,10 @@ Board::Board() {
}
bool Board::isWalkable(Position point, float position_delta, Direction direction) const {
if(point.x <= 0 || point.x >= COLUMNS-1)
return true;
if (point.x <= 0 || point.x >= COLUMNS - 1)
return true;
switch (direction) {
switch (direction) {
case Direction::LEFT:
return board_state[int(point.y)][int(point.x - position_delta)] != 0;
case Direction::RIGHT:
@ -72,7 +72,7 @@ std::vector<SDL_Point> Board::initialPelletPositions() const {
for (uint8_t row = 0; row < ROWS; row++) {
for (uint8_t column = 0; column < COLUMNS; column++) {
if (board_state[row][column] == 1)
positions.push_back({column, row});
positions.push_back({ column, row });
}
}
return positions;
@ -83,7 +83,7 @@ std::vector<SDL_Point> Board::initialSuperPelletPositions() const {
for (uint8_t row = 0; row < ROWS; row++) {
for (uint8_t column = 0; column < COLUMNS; column++) {
if (board_state[row][column] == 4)
positions.push_back({column, row});
positions.push_back({ column, row });
}
}
return positions;

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@ -20,7 +20,7 @@ public:
[[nodiscard]] std::vector<SDL_Point> initialSuperPelletPositions() const;
static Position initialPacManPosition() { return {14, 23}; }
static Position initialPacManPosition() { return { 14, 23 }; }
private:
uint8_t board_state[ROWS][COLUMNS]{};

71
lib/Canvas.cpp Normal file
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@ -0,0 +1,71 @@
#include "Canvas.hpp"
#include <vector>
#include "PacMan.hpp"
#include "Pellets.hpp"
#include "SuperPellets.hpp"
Canvas::Canvas()
: window(windowDimensions()) {}
void Canvas::update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets) {
window.clear();
renderMaze();
renderPellets(pellets);
renderSuperPellets(superPellets);
renderPacMan(pacMan);
window.render();
}
void Canvas::renderMaze() const {
SDL_Rect maze_translated = { LEFT_MARGIN, TOP_MARGIN, MAZE_WIDTH, MAZE_HEIGHT };
Sprite maze = window.getBackground();
window.renderSprite(maze, maze_translated);
}
void Canvas::renderPellets(const Pellets & pellets) const {
Sprite pellet = getSprite(pellets.currentSprite());
std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
for (const auto & pos : pelletPositions) {
renderSprite(pellet, pos);
}
}
void Canvas::renderSuperPellets(const SuperPellets & superPellets) const {
Sprite pellet = getSprite(superPellets.currentSprite());
std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
for (const auto & pos : superPelletPositions) {
renderSprite(pellet, pos);
}
}
void Canvas::renderPacMan(const PacMan & pac_man) const {
Sprite pacmanSprite = getSprite(pac_man.currentSprite());
const auto & pos = pac_man.position();
renderSprite(pacmanSprite, SDL_Point{ int(pos.x), int(pos.y) });
}
SDL_Rect Canvas::windowDimensions() const {
return { 0, 0, LEFT_MARGIN + MAZE_WIDTH + SCORE_WIDTH, TOP_MARGIN + MAZE_HEIGHT + BOTTOM_MARGIN };
}
Sprite Canvas::getSprite(SDL_Point coordinate) const {
return window.getSprite(
{ coordinate.x * DEFAULT_SPRITE_WIDTH,
coordinate.y * DEFAULT_SPRITE_HEIGHT,
DEFAULT_SPRITE_WIDTH,
DEFAULT_SPRITE_HEIGHT });
}
void Canvas::renderSprite(Sprite sprite, SDL_Point point) const {
SDL_Rect target = {
LEFT_MARGIN + int((point.x * DEFAULT_SPRITE_WIDTH - sprite.rect.w / 2) * TEXTURE_SCALE_FACTOR),
TOP_MARGIN + int((point.y * DEFAULT_SPRITE_WIDTH - sprite.rect.h / 2) * TEXTURE_SCALE_FACTOR),
sprite.rect.w,
sprite.rect.h
};
window.renderSprite(sprite, target);
}

34
lib/Canvas.hpp Normal file
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@ -0,0 +1,34 @@
#pragma once
#include "SDLWindow.hpp"
class PacMan;
class Pellets;
class SuperPellets;
class Canvas {
public:
Canvas();
void update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets);
private:
static constexpr int16_t LEFT_MARGIN = 40;
static constexpr int16_t TOP_MARGIN = 40;
static constexpr int16_t BOTTOM_MARGIN = 40;
static constexpr int16_t MAZE_WIDTH = 448;
static constexpr int16_t MAZE_HEIGHT = 496;
static constexpr int16_t SCORE_WIDTH = 200;
static constexpr int16_t DEFAULT_SPRITE_WIDTH = 32;
static constexpr int16_t DEFAULT_SPRITE_HEIGHT = 32;
static constexpr float TEXTURE_SCALE_FACTOR = 0.5;
void renderMaze() const;
void renderPacMan(const PacMan & pac_man) const;
void renderPellets(const Pellets & pellets) const;
void renderSuperPellets(const SuperPellets & superPellets) const;
void renderSprite(Sprite sprite, SDL_Point point) const;
SDL_Rect windowDimensions() const;
Sprite getSprite(SDL_Point rect) const;
SDLWindow window;
};

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@ -20,7 +20,7 @@ void Game::run() {
auto milli_delta = std::chrono::duration_cast<std::chrono::milliseconds>(time_delta);
pacMan.update(milli_delta, inputState, board);
current_time += time_delta;
window.update(pacMan, pellets, superPellets);
canvas.update(pacMan, pellets, superPellets);
}
}

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@ -1,7 +1,7 @@
#pragma once
#include "Board.hpp"
#include "GameWindow.hpp"
#include "Canvas.hpp"
#include "PacMan.hpp"
#include "Pellets.hpp"
#include "SuperPellets.hpp"
@ -15,7 +15,7 @@ public:
void run();
private:
GameWindow window;
Canvas canvas;
Board board;
PacMan pacMan;
Pellets pellets;

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@ -1,160 +0,0 @@
#include "GameWindow.hpp"
#include <SDL2/SDL_image.h>
#include <iostream>
#include <vector>
#include "PacMan.hpp"
#include "Pellets.hpp"
#include "SuperPellets.hpp"
GameWindow::GameWindow() {
initSDL();
initSDLImage();
const auto window_dimension = windowDimensions();
auto sdl_window = createWindow(window_dimension.w, window_dimension.h);
auto sdl_renderer = createRenderer(sdl_window);
createWindowSurface(sdl_window);
setDrawColor(sdl_renderer);
maze_texture = loadTexture(sdl_renderer, "maze.png");
sprite_texture = loadTexture(sdl_renderer, "sprites32.png");
}
void GameWindow::update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets) {
SDL_RenderClear(renderer.get());
renderMaze();
renderPellets(pellets);
renderSuperPellets(superPellets);
renderPacMan(pacMan);
SDL_RenderPresent(renderer.get());
}
void GameWindow::renderMaze() const {
SDL_Rect maze_rect = { 0, 0, MAZE_WIDTH, MAZE_HEIGHT };
SDL_Rect maze_translated = { LEFT_MARGIN, TOP_MARGIN, MAZE_WIDTH, MAZE_HEIGHT };
renderTexture(maze_texture.get(), maze_rect, maze_translated);
}
void GameWindow::renderSuperPellets(const SuperPellets & superPellets) const {
SDL_Rect sprite_rect = textureGeometry(superPellets.currentSprite());
std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
for (const auto & pos : superPelletPositions) {
renderTexture(sprite_texture.get(), sprite_rect, pos);
}
}
void GameWindow::renderPellets(const Pellets & pellets) const {
SDL_Rect sprite_rect = textureGeometry(pellets.currentSprite());
std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
for (const auto & pos : pelletPositions) {
renderTexture(sprite_texture.get(), sprite_rect, pos);
}
}
void GameWindow::renderPacMan(const PacMan & pac_man) const {
SDL_Rect sprite_rect = textureGeometry(pac_man.currentSprite());
Position pacman_pos = pac_man.position();
renderTexture(sprite_texture.get(), sprite_rect, SDL_Point{ int(pacman_pos.x), int(pacman_pos.y) });
}
SDL_Rect GameWindow::textureGeometry(SDL_Point p) const {
return { p.x * 32, p.y * 32, 32, 32 };
}
SDL_Rect GameWindow::windowDimensions() const {
return { 0, 0, LEFT_MARGIN + MAZE_WIDTH + SCORE_WIDTH, TOP_MARGIN + MAZE_HEIGHT + BOTTOM_MARGIN };
}
void GameWindow::renderTexture(SDL_Texture * texture, const SDL_Rect & src, SDL_Point p) const {
SDL_Rect target = {
LEFT_MARGIN + int((p.x * DEFAULT_TEXTURE_WIDTH - src.w / 2) * TEXTURE_SCALE_FACTOR),
TOP_MARGIN + int((p.y * DEFAULT_TEXTURE_WIDTH - src.h / 2) * TEXTURE_SCALE_FACTOR),
src.w,
src.h
};
renderTexture(texture, src, target);
}
void GameWindow::renderTexture(SDL_Texture * texture, const SDL_Rect & src, const SDL_Rect & target) const {
if (SDL_RenderCopy(renderer.get(), texture, &src, &target) < 0)
exitFailure("Failed to copy texture to renderer");
}
void GameWindow::initSDL() {
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
exitFailure("Failed to initialize the SDL2 library");
}
void GameWindow::initSDLImage() {
int img_flags = IMG_INIT_PNG;
if (IMG_Init(img_flags) != img_flags)
exitImgFailure("Failed to init SDL_Image with png");
}
SDL_Window * GameWindow::createWindow(int width, int height) {
window = std::unique_ptr<SDL_Window, SDL_Window_Deleter>(SDL_CreateWindow(
"Pacman",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
width,
height,
SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI));
if (!window)
exitFailure("Failed to create window");
return window.get();
}
SDL_Renderer * GameWindow::createRenderer(SDL_Window * sdl_window) {
renderer = std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter>(SDL_CreateRenderer(
sdl_window,
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
if (!renderer)
exitFailure("Failed to create renderer");
return renderer.get();
}
void GameWindow::createWindowSurface(SDL_Window * sdl_window) {
window_surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(SDL_GetWindowSurface(sdl_window));
if (!window_surface)
exitFailure("Failed to get the surface from the window");
}
void GameWindow::setDrawColor(SDL_Renderer * sdl_renderer) {
if (SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, SDL_ALPHA_OPAQUE) < 0)
exitFailure("Failed to set renderer color");
}
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
GameWindow::loadTexture(SDL_Renderer * sdl_renderer, const std::string & path) {
auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
if (!surface)
exitImgFailure("Failed to load image");
auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(
SDL_CreateTextureFromSurface(sdl_renderer, surface.get()));
if (!texture)
exitFailure("Failed to create texture from surface");
return texture;
}
void GameWindow::exitFailure(const std::string & message) {
std::cerr << message << "\n";
std::cerr << "SDL2 Error: " << SDL_GetError() << "\n";
exit(1);
}
void GameWindow::exitImgFailure(const std::string & message) {
std::cerr << message << "\n";
std::cerr << "SDL2_Image Error: " << IMG_GetError() << "\n";
exit(1);
}

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@ -1,100 +0,0 @@
#pragma once
#include <memory>
#include <string>
#include <SDL2/SDL.h>
struct SDL_Window_Deleter {
void operator()(SDL_Window * window) {
SDL_DestroyWindow(window);
}
};
struct SDL_Renderer_Deleter {
void operator()(SDL_Renderer * renderer) {
SDL_DestroyRenderer(renderer);
}
};
struct SDL_Surface_Deleter {
void operator()(SDL_Surface * surface) {
SDL_FreeSurface(surface);
}
};
struct SDL_Texture_Deleter {
void operator()(SDL_Texture * texture) {
SDL_DestroyTexture(texture);
}
};
struct TextureSize {
int width;
int height;
};
class PacMan;
class Pellets;
class SuperPellets;
class GameWindow {
public:
explicit GameWindow();
void update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets);
private:
static constexpr int16_t SCALE_FACTOR = 1;
static constexpr int16_t LEFT_MARGIN = 40;
static constexpr int16_t TOP_MARGIN = 40;
static constexpr int16_t BOTTOM_MARGIN = 40;
static constexpr int16_t MAZE_WIDTH = 448;
static constexpr int16_t MAZE_HEIGHT = 496;
static constexpr int16_t SCORE_WIDTH = 200;
static constexpr int16_t DEFAULT_TEXTURE_WIDTH = 32;
static constexpr int16_t DEFAULT_TEXTURE_HEIGHT = 32;
static constexpr float TEXTURE_SCALE_FACTOR = 0.5;
std::unique_ptr<SDL_Window, SDL_Window_Deleter> window;
std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer;
std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> sprite_texture;
SDL_Window * createWindow(int width, int height);
SDL_Renderer * createRenderer(SDL_Window * window);
void createWindowSurface(SDL_Window * sdl_window);
static void initSDL();
static void initSDLImage();
static void setDrawColor(SDL_Renderer * sdl_renderer);
static void exitFailure(const std::string & message);
static void exitImgFailure(const std::string & message);
static std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
loadTexture(SDL_Renderer * sdl_renderer, const std::string & path);
void renderMaze() const;
void renderPacMan(const PacMan & pac_man) const;
void renderPellets(const Pellets & pellets) const;
void renderSuperPellets(const SuperPellets & superPellets) const;
SDL_Rect windowDimensions() const;
// Given an x - y coordinate of a texture in the assets file,
// returns a rectangle for the whole texture.
// Assumes texture are laid out in a 32x32 grid
SDL_Rect textureGeometry(SDL_Point) const;
void renderTexture(SDL_Texture * texture, const SDL_Rect & src, SDL_Point) const;
void renderTexture(SDL_Texture * texture, const SDL_Rect & src, const SDL_Rect & target) const;
};

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@ -1,7 +1,7 @@
#include "PacMan.hpp"
PacMan::PacMan(const Board & board) :
pos(board.initialPacManPosition()) {}
PacMan::PacMan(const Board & board)
: pos(board.initialPacManPosition()) {}
SDL_Point PacMan::currentSprite() const {
return pacManAnimation.animationFrame(direction);
@ -36,11 +36,10 @@ void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Boar
float position_delta = std::min(1.0, (time_delta.count() / 128.0));
// Handle teleport
if(pos.x >= COLUMNS-1 && direction == Direction::RIGHT) {
pos.x = -1;
}
else if(pos.x <= 0 && direction == Direction::LEFT) {
pos.x = COLUMNS;
if (pos.x >= COLUMNS - 1 && direction == Direction::RIGHT) {
pos.x = -1;
} else if (pos.x <= 0 && direction == Direction::LEFT) {
pos.x = COLUMNS;
}
else if (board.isWalkable(pos, position_delta, desired_direction)) {

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@ -1,8 +1,8 @@
#pragma once
#include "Direction.hpp"
#include "Position.hpp"
#include "PacManAnimation.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>
#include <chrono>
@ -21,7 +21,6 @@ public:
void update(std::chrono::milliseconds time_delta, InputState state, const Board & board);
private:
Direction direction = Direction::NONE;
Direction desired_direction = Direction::NONE;
Position pos;

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@ -2,8 +2,6 @@
SDL_Point PacManAnimation::animationFrame(Direction direction) const {
switch (direction) {
case Direction::NONE:
return closed;
case Direction::LEFT:
return left_animation[animation_position];
case Direction::RIGHT:
@ -12,6 +10,9 @@ SDL_Point PacManAnimation::animationFrame(Direction direction) const {
return up_animation[animation_position];
case Direction::DOWN:
return down_animation[animation_position];
case Direction::NONE:
default:
return closed;
}
}

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@ -1,7 +1,7 @@
#pragma once
#include "Position.hpp"
#include "Board.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>

113
lib/SDLWindow.cpp Normal file
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@ -0,0 +1,113 @@
#include "SDLWindow.hpp"
#include <SDL2/SDL_image.h>
#include <iostream>
SDLWindow::SDLWindow(SDL_Rect windowGeometry) {
initSDL();
initSDLImage();
createWindow(windowGeometry.w, windowGeometry.h);
createRenderer();
createWindowSurface();
setDrawColor();
maze_texture = loadTexture("maze.png");
sprite_texture = loadTexture("sprites32.png");
}
void SDLWindow::clear() {
SDL_RenderClear(renderer.get());
}
void SDLWindow::render() {
SDL_RenderPresent(renderer.get());
}
Sprite SDLWindow::getBackground() const {
int w, h;
if (SDL_QueryTexture(maze_texture.get(), nullptr, nullptr, &w, &h) != 0) {
exitFailure("Failed to get texture geometry");
}
SDL_Rect maze_rect = { 0, 0, w, h };
return { maze_texture.get(), maze_rect };
}
Sprite SDLWindow::getSprite(SDL_Rect rect) const {
return { sprite_texture.get(), rect };
}
void SDLWindow::renderSprite(Sprite sprite, SDL_Rect target) const {
if (SDL_RenderCopy(renderer.get(), sprite.texture, &sprite.rect, &target) < 0)
exitFailure("Failed to copy texture to renderer");
}
void SDLWindow::initSDL() {
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
exitFailure("Failed to initialize the SDL2 library");
}
void SDLWindow::initSDLImage() {
int img_flags = IMG_INIT_PNG;
if (IMG_Init(img_flags) != img_flags)
exitImgFailure("Failed to init SDL_Image with png");
}
void SDLWindow::createWindow(int width, int height) {
window = std::unique_ptr<SDL_Window, SDL_Window_Deleter>(SDL_CreateWindow(
"Pacman",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
width,
height,
SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI));
if (!window)
exitFailure("Failed to create window");
}
void SDLWindow::createRenderer() {
renderer = std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter>(SDL_CreateRenderer(
window.get(),
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
if (!renderer)
exitFailure("Failed to create renderer");
}
void SDLWindow::createWindowSurface() {
window_surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(SDL_GetWindowSurface(window.get()));
if (!window_surface)
exitFailure("Failed to get the surface from the window");
}
void SDLWindow::setDrawColor() {
if (SDL_SetRenderDrawColor(renderer.get(), 0, 0, 0, SDL_ALPHA_OPAQUE) < 0)
exitFailure("Failed to set renderer color");
}
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
SDLWindow::loadTexture(const std::string & path) {
auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
if (!surface)
exitImgFailure("Failed to load image");
auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(
SDL_CreateTextureFromSurface(renderer.get(), surface.get()));
if (!texture)
exitFailure("Failed to create texture from surface");
return texture;
}
void SDLWindow::exitFailure(const std::string & message) {
std::cerr << message << "\n";
std::cerr << "SDL2 Error: " << SDL_GetError() << "\n";
exit(1);
}
void SDLWindow::exitImgFailure(const std::string & message) {
std::cerr << message << "\n";
std::cerr << "SDL2_Image Error: " << IMG_GetError() << "\n";
exit(1);
}

82
lib/SDLWindow.hpp Normal file
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@ -0,0 +1,82 @@
#pragma once
#include "Sprite.hpp"
#include <SDL2/SDL.h>
#include <memory>
#include <string>
struct SDL_Window_Deleter {
void operator()(SDL_Window * window) {
SDL_DestroyWindow(window);
}
};
struct SDL_Renderer_Deleter {
void operator()(SDL_Renderer * renderer) {
SDL_DestroyRenderer(renderer);
}
};
struct SDL_Surface_Deleter {
void operator()(SDL_Surface * surface) {
SDL_FreeSurface(surface);
}
};
struct SDL_Texture_Deleter {
void operator()(SDL_Texture * texture) {
SDL_DestroyTexture(texture);
}
};
struct TextureSize {
int width;
int height;
};
class PacMan;
class Pellets;
class SuperPellets;
class SDLWindow {
public:
explicit SDLWindow(SDL_Rect windowGeometry);
void clear();
void render();
Sprite getBackground() const;
Sprite getSprite(SDL_Rect rect) const;
void renderSprite(Sprite sprite, SDL_Rect target) const;
private:
static constexpr int16_t SCALE_FACTOR = 1;
std::unique_ptr<SDL_Window, SDL_Window_Deleter> window;
std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer;
std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> sprite_texture;
void createWindow(int width, int height);
void createRenderer();
void createWindowSurface();
static void initSDL();
static void initSDLImage();
void setDrawColor();
static void exitFailure(const std::string & message);
static void exitImgFailure(const std::string & message);
std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
loadTexture(const std::string & path);
SDL_Rect windowDimensions() const;
};

1
lib/Sprite.cpp Normal file
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@ -0,0 +1 @@
#include "Sprite.hpp"

9
lib/Sprite.hpp Normal file
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@ -0,0 +1,9 @@
#pragma once
#include <SDL2/SDL.h>
#include <memory>
struct Sprite {
SDL_Texture * texture;
SDL_Rect rect;
};

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@ -1,4 +1,4 @@
#include "SuperPellets.hpp"
SuperPellets::SuperPellets(const Board & board) :
positions(board.initialSuperPelletPositions()) {}
SuperPellets::SuperPellets(const Board & board)
: positions(board.initialSuperPelletPositions()) {}

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@ -1,7 +1,7 @@
#pragma once
#include "Position.hpp"
#include "Board.hpp"
#include "Position.hpp"
#include <SDL2/SDL_rect.h>