Reformat most
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e572f2a93a
commit
c34a2b730d
10 changed files with 132 additions and 84 deletions
16
.clang-format
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16
.clang-format
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@ -0,0 +1,16 @@
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---
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BasedOnStyle: Mozilla
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AllowAllConstructorInitializersOnNextLine: false
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AllowShortFunctionsOnASingleLine: Inline
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AlwaysBreakAfterDefinitionReturnType: None
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AlwaysBreakAfterReturnType: None
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BreakBeforeBraces: Custom
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BreakConstructorInitializers: BeforeColon
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BreakInheritanceList: BeforeColon
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ColumnLimit: '0'
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ConstructorInitializerAllOnOneLineOrOnePerLine: true
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NamespaceIndentation: All
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PenaltyReturnTypeOnItsOwnLine: '10000'
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PointerAlignment: Middle
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...
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@ -1,7 +1,7 @@
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from conans import ConanFile, CMake
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from conans import ConanFile, CMake
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class ConanDependencies(ConanFile):
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class ConanDependencies(ConanFile):
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settings = "os", "compiler", "build_type", "arch"
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settings = "os", "compiler", "build_type", "arch"
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generators = "cmake", "cmake_find_package"
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generators = "cmake", "cmake_find_package"
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default_options = {
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default_options = {
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@ -67,7 +67,8 @@ bool Board::isWalkable(Position point, float_t position_delta, Direction directi
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case Direction::DOWN:
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case Direction::DOWN:
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return board_state[int(point.y) + 1][int(point.x)] != 0;
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return board_state[int(point.y) + 1][int(point.x)] != 0;
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case Direction::NONE:
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case Direction::NONE:
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default: return true;
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default:
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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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@ -25,7 +25,7 @@ public:
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std::vector<SDL_Point> superPelletPositions();
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std::vector<SDL_Point> superPelletPositions();
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private:
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private:
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uint8_t board_state[ROWS][COLUMNS];
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uint8_t board_state[ROWS][COLUMNS]{};
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const SDL_Rect super_pellet = {0 * 32, 9 * 32, 32, 32};
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const SDL_Rect super_pellet = {0 * 32, 9 * 32, 32, 32};
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const SDL_Rect pellet = {1 * 32, 9 * 32, 32, 32};
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const SDL_Rect pellet = {1 * 32, 9 * 32, 32, 32};
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@ -9,6 +9,7 @@
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class Game {
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class Game {
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public:
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public:
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Game();
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Game();
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void run();
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void run();
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private:
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private:
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@ -17,7 +18,9 @@ private:
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Board board;
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Board board;
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static void processEvents(InputState & inputState);
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static void processEvents(InputState & inputState);
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static void keyToggle(const SDL_Event & event, InputState & inputState, bool on);
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static void keyToggle(const SDL_Event & event, InputState & inputState, bool on);
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[[nodiscard]] static auto now();
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[[nodiscard]] static auto now();
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};
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};
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@ -125,12 +125,14 @@ void GameWindow::setDrawColor(SDL_Renderer * sdl_renderer) {
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exitFailure("Failed to set renderer color");
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exitFailure("Failed to set renderer color");
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}
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}
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> GameWindow::loadTexture(SDL_Renderer * sdl_renderer, const std::string& path) {
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
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GameWindow::loadTexture(SDL_Renderer * sdl_renderer, const std::string & path) {
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auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
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auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
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if (!surface)
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if (!surface)
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exitImgFailure("Failed to load image");
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exitImgFailure("Failed to load image");
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auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(SDL_CreateTextureFromSurface(sdl_renderer, surface.get()));
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auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(
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SDL_CreateTextureFromSurface(sdl_renderer, surface.get()));
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if (!texture)
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if (!texture)
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exitFailure("Failed to create texture from surface");
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exitFailure("Failed to create texture from surface");
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return texture;
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return texture;
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@ -36,6 +36,7 @@ class PacMan;
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class GameWindow {
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class GameWindow {
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public:
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public:
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explicit GameWindow(int width, int height);
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explicit GameWindow(int width, int height);
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void update(const PacMan & pacMan, Board board);
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void update(const PacMan & pacMan, Board board);
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private:
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private:
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@ -45,21 +46,38 @@ private:
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std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
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std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> maze_texture;
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> sprite_texture;
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> sprite_texture;
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SDL_Window * createWindow(int width, int height);
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SDL_Window * createWindow(int width, int height);
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SDL_Renderer * createRenderer(SDL_Window * window);
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SDL_Renderer * createRenderer(SDL_Window * window);
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void createWindowSurface(SDL_Window * sdl_window);
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void createWindowSurface(SDL_Window * sdl_window);
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static void initSDL();
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static void initSDL();
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static void initSDLImage();
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static void initSDLImage();
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static void setDrawColor(SDL_Renderer * sdl_renderer);
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static void setDrawColor(SDL_Renderer * sdl_renderer);
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static void exitFailure(const std::string & message);
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static void exitFailure(const std::string & message);
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static void exitImgFailure(const std::string & message);
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static void exitImgFailure(const std::string & message);
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static std::unique_ptr<SDL_Texture, SDL_Texture_Deleter> loadTexture(SDL_Renderer * sdl_renderer, const std::string& path);
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static std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
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loadTexture(SDL_Renderer * sdl_renderer, const std::string & path);
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void renderMaze() const;
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void renderMaze() const;
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void renderPacMan(const PacMan & pac_man) const;
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void renderPacMan(const PacMan & pac_man) const;
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void renderBoard(Board board);
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void renderBoard(Board board);
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void renderPellets(Board & board) const;
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void renderPellets(Board & board) const;
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void renderSuperPellets(Board & board) const;
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void renderSuperPellets(Board & board) const;
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static SDL_Rect targetRect(const Position & position, int pixel_increase);
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static SDL_Rect targetRect(const Position & position, int pixel_increase);
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void renderTexture(SDL_Texture * texture, SDL_Rect * texture_rect, SDL_Rect * target_rect) const;
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void renderTexture(SDL_Texture * texture, SDL_Rect * texture_rect, SDL_Rect * target_rect) const;
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};
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};
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SDL_Rect PacMan::currentSprite() const {
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SDL_Rect PacMan::currentSprite() const {
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switch (direction) {
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switch (direction) {
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case Direction::NONE: return closed;
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case Direction::NONE:
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case Direction::LEFT: return left_animation[animation_position];
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return closed;
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case Direction::RIGHT: return right_animation[animation_position];
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case Direction::LEFT:
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case Direction::UP: return up_animation[animation_position];
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return left_animation[animation_position];
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case Direction::DOWN: return down_animation[animation_position];
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case Direction::RIGHT:
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return right_animation[animation_position];
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case Direction::UP:
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return up_animation[animation_position];
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case Direction::DOWN:
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return down_animation[animation_position];
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}
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}
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}
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}
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break;
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break;
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}
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}
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}
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}
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}
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}
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class PacMan {
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class PacMan {
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public:
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public:
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PacMan();
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PacMan();
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[[nodiscard]] SDL_Rect currentSprite() const;
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[[nodiscard]] SDL_Rect currentSprite() const;
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[[nodiscard]] Position currentPosition() const;
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[[nodiscard]] Position currentPosition() const;
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void update(std::chrono::milliseconds time_delta, InputState state, const Board & board);
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void update(std::chrono::milliseconds time_delta, InputState state, const Board & board);
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float_t animation_position_delta = 0.0;
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float_t animation_position_delta = 0.0;
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void setDirection(const InputState & state);
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void setDirection(const InputState & state);
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void updateAnimationPosition(std::chrono::milliseconds time_delta);
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void updateAnimationPosition(std::chrono::milliseconds time_delta);
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void updateMazePosition(std::chrono::milliseconds time_delta, const Board & board);
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void updateMazePosition(std::chrono::milliseconds time_delta, const Board & board);
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};
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};
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