missiles are actually not dumb now
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@ -1,5 +1,5 @@
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#ifndef GUARD_DRAWENGINE
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#ifndef GUARD_PIXELMANAGER_H
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#define GUARD_DRAWENGINE
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#define GUARD_PIXELMANAGER_H
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#include "mingl/mingl.h"
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#include "mingl/mingl.h"
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#include "mingl/shape/line.h"
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#include "mingl/shape/line.h"
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@ -11,6 +11,9 @@
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class PixelManager{
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class PixelManager{
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public:
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public:
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MinGL& window;
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MinGL& window;
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nsGui::Sprite background = nsGui::Sprite("./assets/bg.sl2"); // you cant create an empty sprite for some reasons
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explicit PixelManager(MinGL&);
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explicit PixelManager(MinGL&);
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void drawInvader1(const nsGraphics::Vec2D& baseVector, unsigned size);
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void drawInvader1(const nsGraphics::Vec2D& baseVector, unsigned size);
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void drawInvader2(const nsGraphics::Vec2D& baseVector, unsigned size);
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void drawInvader2(const nsGraphics::Vec2D& baseVector, unsigned size);
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@ -18,7 +21,6 @@ public:
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void drawPlayer(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor &color);
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void drawPlayer(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor &color);
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void drawTorpedo(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor& color);
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void drawTorpedo(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor& color);
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void drawMissile(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor& color);
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void drawMissile(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor& color);
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nsGui::Sprite background = nsGui::Sprite("./assets/bg.sl2", nsGraphics::Vec2D(0,0)); // you cant create an empty sprite for some reasons
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void drawBackground();
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void drawBackground();
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unsigned showInitialMenu();
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unsigned showInitialMenu();
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@ -147,7 +147,7 @@ bool Game::checkMissilesAndPlayers() {
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auto miss_ite = missiles.begin();
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auto miss_ite = missiles.begin();
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while(miss_ite!=missiles.end()){
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while(miss_ite!=missiles.end()){
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bool wasColliding = false;
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bool wasColliding = false;
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if(miss_ite->getY()<=PLAYER_HEIGHT){ // check collision on Y
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if(miss_ite->getY()>=pm.getScreenHeight()-PLAYER_HEIGHT){ // check collision on Y
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// now check collision on X (with both players)
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// now check collision on X (with both players)
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for(Player& p : players){
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for(Player& p : players){
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if(areLinesColliding(
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if(areLinesColliding(
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