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