fuck me
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				| @ -81,15 +81,15 @@ void ConfigBuilder::readConfig() { | ||||
| 	// the scalability behind the vector of players is only an illusion, because we force player count to be 1 or 2
 | ||||
| 	// It was done so the 2+ players implementation could be easier in the future, if wanted
 | ||||
| 	collectedData.playerDefs.resize(2); | ||||
| 	collectedData.playerDefs[1].color = getColor("players.user1.color"); | ||||
| 	collectedData.playerDefs[1].keys.left = getChar("players.user1.keys.left"); | ||||
| 	collectedData.playerDefs[1].keys.right = getChar("players.user1.keys.right"); | ||||
| 	collectedData.playerDefs[1].keys.shoot = getChar("players.user1.keys.shoot"); | ||||
| 	collectedData.playerDefs[0].color = getColor("players.user1.color"); | ||||
| 	collectedData.playerDefs[0].keys.left = getChar("players.user1.keys.left"); | ||||
| 	collectedData.playerDefs[0].keys.right = getChar("players.user1.keys.right"); | ||||
| 	collectedData.playerDefs[0].keys.shoot = getChar("players.user1.keys.shoot"); | ||||
| 
 | ||||
| 	collectedData.playerDefs[2].color = getColor("players.user2.color"); | ||||
| 	collectedData.playerDefs[2].keys.left = getChar("players.user2.keys.left"); | ||||
| 	collectedData.playerDefs[2].keys.right = getChar("players.user2.keys.right"); | ||||
| 	collectedData.playerDefs[2].keys.shoot = getChar("players.user2.keys.shoot"); | ||||
| 	collectedData.playerDefs[1].color = getColor("players.user2.color"); | ||||
| 	collectedData.playerDefs[1].keys.left = getChar("players.user2.keys.left"); | ||||
| 	collectedData.playerDefs[1].keys.right = getChar("players.user2.keys.right"); | ||||
| 	collectedData.playerDefs[1].keys.shoot = getChar("players.user2.keys.shoot"); | ||||
| 
 | ||||
| 	// invaders
 | ||||
| 	collectedData.invadersSize = getInt("invaders.size"); | ||||
|  | ||||
| @ -91,7 +91,7 @@ WinValue Game::playGame(){ // returns when game is finished | ||||
| 	// GAMELOOP
 | ||||
| 
 | ||||
| #define FPS 1000 | ||||
| 	while(true){ | ||||
| 	while(window.isOpen()){ | ||||
| 		auto targetTime = chrono::high_resolution_clock::now() + chrono::duration<double, ratio<1, FPS>>(1); | ||||
| 
 | ||||
| 		pm.startFrame(); | ||||
| @ -113,6 +113,7 @@ WinValue Game::playGame(){ // returns when game is finished | ||||
| 
 | ||||
| 		this_thread::sleep_until(targetTime); | ||||
| 	} | ||||
| 	return WinValue::NOBODY; | ||||
| } | ||||
| 
 | ||||
| /** Displays the screen once, and returns
 | ||||
|  | ||||
| @ -137,6 +137,7 @@ bool Game::checkMissilesAndPlayers() { | ||||
| 			else ++miss_ite; | ||||
| 		} | ||||
| 	} | ||||
| 	return false; // TODO manage death animation
 | ||||
| } | ||||
| 
 | ||||
| bool Game::checkTorpedosAndInvaders() { | ||||
|  | ||||
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