Add function for rendering map onto main window
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a3ab2e32da
commit
cf0fa0f7dd
121
game.cpp
121
game.cpp
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@ -8,17 +8,23 @@ Game::Game()
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// Generate level
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// Generate level
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level = std::make_unique<Level>();
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level = std::make_unique<Level>();
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sf::Window window(sf::VideoMode(640, 480), "SFML-Test Application", sf::Style::Default);
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main_window.create(sf::VideoMode(window_side, window_side), "SFML-Test Application", sf::Style::Default);
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window.setActive();
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main_window.setActive();
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}
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}
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int Game::run()
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int Game::run()
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{
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{
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clock = std::make_unique<sf::Clock>();
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clock = std::make_unique<sf::Clock>();
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// To where player moved each step of the game loop
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Direction direction;
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// On the game loop
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// On the game loop
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while (main_window.isOpen())
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while (main_window.isOpen())
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{
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{
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// By default player doesn't move anywhere
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direction = Direction::None;
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sf::Event event;
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sf::Event event;
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while (main_window.pollEvent(event))
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while (main_window.pollEvent(event))
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{
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{
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@ -29,14 +35,21 @@ int Game::run()
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if (event.type == sf::Event::KeyPressed)
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if (event.type == sf::Event::KeyPressed)
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{
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{
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// Move
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// Move
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onMoving(event.key.code);
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direction = onMoving(event.key.code);
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}
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}
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}
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}
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// Draw level
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renderMap(direction);
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main_window.display();
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}
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}
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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}
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}
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////////////////////////////////////////////////////
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Direction Game::getDirection(sf::Keyboard::Key &key) const
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Direction Game::getDirection(sf::Keyboard::Key &key) const
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{
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{
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switch (key)
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switch (key)
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@ -66,47 +79,83 @@ Direction Game::getDirection(sf::Keyboard::Key &key) const
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}
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}
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}
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}
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void Game::onMoving(sf::Keyboard::Key &key)
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Direction Game::onMoving(sf::Keyboard::Key &key)
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{
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{
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// Determine where to move
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// Determine where to move
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const Direction direction = getDirection(key);
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const Direction direction = getDirection(key);
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if (direction == Direction::None)
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if (direction != Direction::None)
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return;
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//////////////////////////
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// Save the initial coordinates
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coordinate initial_x, initial_y;
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hero->position(initial_x, initial_y);
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// Try to move hero
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hero->move(direction);
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// Save the new coordinates after moving
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coordinate attempt_x, attempt_y;
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hero->position(attempt_x, attempt_y);
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//////////////////////////
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// If the following cell is water
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if (level->isCellOfType(attempt_x, attempt_y, CellType::Water))
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{
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{
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// Try to use one charge to place a bridge
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// Save the initial coordinates
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if (hero->useCharge())
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coordinate initial_x, initial_y;
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level->placeBridge(attempt_x, attempt_y);
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hero->position(initial_x, initial_y);
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// If hero doesn't have enough charges, we move Hero back
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else
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// Try to move hero
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hero->setPosition(initial_x, initial_y);
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hero->move(direction);
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// Save the new coordinates after moving
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coordinate attempt_x, attempt_y;
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hero->position(attempt_x, attempt_y);
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//////////////////////////
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// If the following cell is water
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if (level->isCellOfType(attempt_x, attempt_y, CellType::Water))
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{
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// Try to use one charge to place a bridge
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if (hero->useCharge())
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level->placeBridge(attempt_x, attempt_y);
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// If hero doesn't have enough charges, we move Hero back
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else
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hero->setPosition(initial_x, initial_y);
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}
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//////////////////////////
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// If the following cell is a charge
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if (level->isCellOfType(attempt_x, attempt_y, CellType::Charge))
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{
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// Hero picks up the charge; remove it from the map
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hero->refillCharges(1);
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level->removeCharge(attempt_x, attempt_y);
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}
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}
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}
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//////////////////////////
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return direction;
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}
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// If the following cell is a charge
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void Game::renderMap(const Direction direction)
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if (level->isCellOfType(attempt_x, attempt_y, CellType::Charge))
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{
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if (direction == Direction::None)
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return; // Player didn't move this step of loop, so map couldn't change
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const Map &map = level->mapArray();
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coordinate painter_x = 0, painter_y = 0;
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for (const Row &row : map)
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{
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{
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// Hero picks up the charge; remove it from the map
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for (const CellType &cell : row)
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hero->refillCharges(1);
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{
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level->removeCharge(attempt_x, attempt_y);
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switch (cell)
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{ // TO DO!!
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case CellType::Ground:
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; break;
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case CellType::Charge:
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; break;
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case CellType::Bridge:
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; break;
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case CellType::Water:
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default:
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;
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}
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// Move painter to next cell of row
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painter_x += cell_length;
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}
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// Move painter to next row of the map
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painter_x = 0;
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painter_y += cell_length;
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}
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}
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}
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}
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11
game.h
11
game.h
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@ -3,12 +3,16 @@
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#include <memory>
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#include <memory>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/Window.hpp>
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#include <SFML/Window.hpp>
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#include "hero.h"
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#include "hero.h"
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#include "level.h"
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#include "level.h"
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constexpr int cell_length = 20;
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constexpr int window_side = cell_length * side;
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/// The main class where all the process happens
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/// The main class where all the process happens
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class Game
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class Game
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{
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{
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@ -19,13 +23,16 @@ private:
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// SFML entities
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// SFML entities
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std::unique_ptr<sf::Clock> clock;
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std::unique_ptr<sf::Clock> clock;
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sf::Window main_window;
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sf::RenderWindow main_window;
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/// Convert pressed key into a game direction
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/// Convert pressed key into a game direction
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Direction getDirection(sf::Keyboard::Key &key) const;
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Direction getDirection(sf::Keyboard::Key &key) const;
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/// Move player by pressed key
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/// Move player by pressed key
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void onMoving(sf::Keyboard::Key &key);
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Direction onMoving(sf::Keyboard::Key &key);
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/// Render game state
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void renderMap(const Direction direction);
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public:
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public:
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explicit Game();
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explicit Game();
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