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@ -1,20 +1,38 @@ |
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#include "game.hpp"
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#include "game.hpp"
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void gluPerspective(double fovy,double aspect, double zNear, double zFar) |
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{ |
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// Start in projection mode.
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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double xmin, xmax, ymin, ymax; |
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ymax = zNear * tan(fovy * M_PI / 360.0); |
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ymin = -ymax; |
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xmin = ymin * aspect; |
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xmax = ymax * aspect; |
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glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); |
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} |
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namespace betacore |
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namespace betacore |
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{ |
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{ |
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Game::Game() |
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Game::Game(MODE mode, |
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int port, |
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std::string url): ME(mode) |
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{ |
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{ |
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printf("%d\t%d\n", this->MONITOR_WIDTH,this->MONITOR_HEIGHT); |
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this->TITLE = Parser::mode(mode).c_str(); |
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printf("%s\t%d\t%d\n",this->TITLE, this->MONITOR_WIDTH, this->MONITOR_HEIGHT); |
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if (init()) |
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if (init()) |
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{ |
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{ |
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printf("Error loading init\n"); |
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printf("Error loading init\n"); |
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return; |
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return; |
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} |
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} |
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using namespace std::placeholders; |
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std::function<void(SHAPE & s, MODE & m)> fn = |
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std::bind(&Game::update, this, _1, _2); |
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this->client = new Client(mode, port, url, fn); |
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// SDL_DisplayMode DM;
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// SDL_DisplayMode DM;
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// SDL_GetCurrentDisplayMode(0, &DM);
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// SDL_GetCurrentDisplayMode(0, &DM);
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this->MONITOR_HEIGHT=1080; |
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this->MONITOR_WIDTH=1920; |
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this->MONITOR_HEIGHT = 1080; |
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this->MONITOR_WIDTH = 1920; |
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SDL_Event event; |
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SDL_Event event; |
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while (this->KEEP_ALIVE) |
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while (this->KEEP_ALIVE) |
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@ -25,8 +43,11 @@ Game::Game() |
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} |
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} |
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close(); |
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close(); |
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} |
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} |
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Game::~Game() { |
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Game::~Game() |
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{ |
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if (this->client != nullptr) |
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delete this->client; |
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this->client = nullptr; |
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} |
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} |
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int Game::init() |
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int Game::init() |
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@ -122,7 +143,11 @@ int Game::initGL() |
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glViewport(0, 0, this->SCREEN_WIDTH, this->SCREEN_HEIGHT); |
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glViewport(0, 0, this->SCREEN_WIDTH, this->SCREEN_HEIGHT); |
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glMatrixMode(GL_PROJECTION); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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glLoadIdentity(); |
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gluPerspective( |
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45.0f, |
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(GLfloat)this->SCREEN_WIDTH / (GLfloat)this->SCREEN_HEIGHT, |
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0.1f, |
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100.0f); |
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glMatrixMode(GL_MODELVIEW); |
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glMatrixMode(GL_MODELVIEW); |
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return result; |
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return result; |
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@ -240,8 +265,9 @@ void Game::rectangle() |
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glVertex3f(-2.5f, -1.0f, 0.0f); // Bottom Left
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glVertex3f(-2.5f, -1.0f, 0.0f); // Bottom Left
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glEnd(); |
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glEnd(); |
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} |
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} |
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void Game::cross(bool filled){ |
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double width = 0.15; |
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void Game::cross(bool filled) |
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{ |
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double width = 0.15; |
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if (filled) |
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if (filled) |
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glBegin(GL_QUADS); |
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glBegin(GL_QUADS); |
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else |
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else |
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@ -273,43 +299,43 @@ void Game::compass() |
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//MINI TRIANGLE
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//MINI TRIANGLE
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glPushMatrix(); |
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(0.0f, 2.6f, 0.0f); |
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this->triangle(this->KEY_UP_ARROW_ACTIVE); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(0.0f, 2.6f, 0.0f); |
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this->triangle(this->KEY_UP_ARROW_ACTIVE); |
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glPopMatrix(); |
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glPopMatrix(); |
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// MINI SQUARE
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// MINI SQUARE
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glPushMatrix(); |
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(0.0f, -2.6f, 0.0f); |
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this->square(this->KEY_DOWN_ARROW_ACTIVE); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(0.0f, -2.6f, 0.0f); |
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this->square(this->KEY_DOWN_ARROW_ACTIVE); |
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glPopMatrix(); |
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glPopMatrix(); |
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// MINI PENTAGON
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// MINI PENTAGON
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glPushMatrix(); |
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(-2.56f, 0.0f, 0.0f); |
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this->pentagon(this->KEY_LEFT_ARROW_ACTIVE); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(-2.56f, 0.0f, 0.0f); |
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this->pentagon(this->KEY_LEFT_ARROW_ACTIVE); |
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glPopMatrix(); |
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glPopMatrix(); |
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// MINI CIRCLE
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// MINI CIRCLE
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glPushMatrix(); |
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(2.56f, 0.0f, 0.0f); |
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glColor3f(0.0f, 1.0f, 0.0f); |
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this->circle(this->KEY_RIGHT_ARROW_ACTIVE); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(2.56f, 0.0f, 0.0f); |
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glColor3f(0.0f, 1.0f, 0.0f); |
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this->circle(this->KEY_RIGHT_ARROW_ACTIVE); |
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glPopMatrix(); |
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glPopMatrix(); |
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glPushMatrix(); |
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glPushMatrix(); |
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glScalef(0.35f, 0.35f, 0.0f); |
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glTranslatef(7.0f, 0.0f, 0.0f); |
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glColor3f(0.0f, 1.0f, 1.0f); |
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this->circle(this->KEY_SPACE_ACTIVE); |
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glScalef(0.35f, 0.35f, 0.0f); |
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glTranslatef(7.0f, 0.0f, 0.0f); |
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glColor3f(0.0f, 1.0f, 1.0f); |
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this->circle(this->KEY_SPACE_ACTIVE); |
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glPopMatrix(); |
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glPopMatrix(); |
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glPushMatrix(); |
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glScalef(0.35f, 0.35f, 0.0f); |
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glTranslatef(10.0f, 0.0f, 0.0f); |
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glColor3f(1.0f, 1.0f, 0.0f); |
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this->circle(this->KEY_RETURN_ACTIVE); |
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glPushMatrix(); |
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glScalef(0.35f, 0.35f, 0.0f); |
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glTranslatef(10.0f, 0.0f, 0.0f); |
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glColor3f(1.0f, 1.0f, 0.0f); |
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this->circle(this->KEY_RETURN_ACTIVE); |
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glPopMatrix(); |
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glPopMatrix(); |
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glPopMatrix(); |
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glPopMatrix(); |
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@ -320,27 +346,25 @@ void Game::circle() |
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} |
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} |
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void Game::circle(bool filled) |
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void Game::circle(bool filled) |
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{ |
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{ |
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//glBegin(GL_LINE_LOOP);
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// for (int i = 0; i <= 300; i++)
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// {
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// double angle = 2 * PI * i / 300;
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// double x = cos(angle);
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// double y = sin(angle);
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// glVertex2d(x, y);
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// }
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// glEnd();
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//glBegin(GL_LINE_LOOP);
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// for (int i = 0; i <= 300; i++)
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// {
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// double angle = 2 * PI * i / 300;
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// double x = cos(angle);
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// double y = sin(angle);
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// glVertex2d(x, y);
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// }
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// glEnd();
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double radius = 1; |
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double radius = 1; |
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if (filled) |
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if (filled) |
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glBegin(GL_POLYGON); |
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glBegin(GL_POLYGON); |
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else |
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else |
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glBegin(GL_LINE_LOOP); |
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glBegin(GL_LINE_LOOP); |
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double angle1 = 0.0; |
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double angle1 = 0.0; |
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glVertex2d(radius * cos(0.0), radius * sin(0.0)); |
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glVertex2d(radius * cos(0.0), radius * sin(0.0)); |
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static const int circle_points = 100; |
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static const int circle_points = 100; |
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@ -363,8 +387,8 @@ void Game::pentagon(bool filled) |
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glColor3f(1.0f, 0.0f, 1.0f); |
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glColor3f(1.0f, 0.0f, 1.0f); |
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float angleIncrement = 360.0f / 5.0f; |
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float angleIncrement = 360.0f / 5.0f; |
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angleIncrement *= PI / 180.0f; |
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angleIncrement *= PI / 180.0f; |
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if ( filled) |
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glBegin(GL_TRIANGLE_FAN); |
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if (filled) |
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glBegin(GL_TRIANGLE_FAN); |
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else |
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else |
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glBegin(GL_LINE_LOOP); |
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glBegin(GL_LINE_LOOP); |
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float angle = 0.0f; |
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float angle = 0.0f; |
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@ -438,17 +462,16 @@ void Game::guest_screen() |
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break; |
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break; |
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case UNKOWN: |
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case UNKOWN: |
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float gray = 105.0 / 255.0; |
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float gray = 105.0 / 255.0; |
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glColor3f(gray,gray,gray); |
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glColor3f(gray, gray, gray); |
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glPushMatrix(); |
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glPushMatrix(); |
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glRotatef(-45.0f, 0.0f, 0.0f, 1.0f); |
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glRotatef(-45.0f, 0.0f, 0.0f, 1.0f); |
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glScalef(2.0f, 2.0f, 0.0f); |
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glScalef(2.0f, 2.0f, 0.0f); |
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this->cross(true); |
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this->cross(true); |
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glPopMatrix(); |
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glPopMatrix(); |
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break; |
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break; |
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} |
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} |
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glPopMatrix(); |
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glPopMatrix(); |
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} |
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} |
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void Game::top_screen() |
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void Game::top_screen() |
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@ -481,7 +504,7 @@ void Game::resize(int width, int height) |
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glMatrixMode(GL_PROJECTION); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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glLoadIdentity(); |
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gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f); |
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glMatrixMode(GL_MODELVIEW); |
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glMatrixMode(GL_MODELVIEW); |
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} |
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} |
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@ -527,31 +550,35 @@ void Game::key_down(SDL_Keycode key_code) |
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break; |
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break; |
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case SDLK_SPACE: |
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case SDLK_SPACE: |
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this->KEY_SPACE_ACTIVE = true; |
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this->KEY_SPACE_ACTIVE = true; |
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this->on_key_space(); |
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break; |
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break; |
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case SDLK_RETURN: |
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case SDLK_RETURN: |
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this->KEY_RETURN_ACTIVE = true; |
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this->KEY_RETURN_ACTIVE = true; |
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this->on_key_enter(); |
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break; |
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break; |
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case SDLK_F11: |
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case SDLK_F11: |
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if(FULL_SCREEN){ |
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if (FULL_SCREEN) |
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{ |
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SDL_SetWindowPosition(this->WINDOW, 100, 100); |
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SDL_SetWindowPosition(this->WINDOW, 100, 100); |
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SDL_RestoreWindow(this->WINDOW); |
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SDL_RestoreWindow(this->WINDOW); |
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//SDL_SetWindowResizable(this->WINDOW, SDL_TRUE);
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//SDL_SetWindowResizable(this->WINDOW, SDL_TRUE);
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//SDL_SetWindowBordered(this->WINDOW, 1);
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//SDL_SetWindowBordered(this->WINDOW, 1);
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SDL_SetWindowSize(this->WINDOW,SCREEN_WIDTH, SCREEN_HEIGHT); |
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SDL_SetWindowSize(this->WINDOW, SCREEN_WIDTH, SCREEN_HEIGHT); |
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//SDL_SetWindowFullscreen(this->WINDOW,SDL_WINDOW_FULLSCREEN );
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//SDL_SetWindowFullscreen(this->WINDOW,SDL_WINDOW_FULLSCREEN );
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} |
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} |
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else { |
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else |
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{ |
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SDL_SetWindowPosition(this->WINDOW, 0, 0); |
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SDL_SetWindowPosition(this->WINDOW, 0, 0); |
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//SDL_SetWindowResizable(this->WINDOW, SDL_FALSE);
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//SDL_SetWindowResizable(this->WINDOW, SDL_FALSE);
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//SDL_SetWindowBordered(this->WINDOW, 0);
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//SDL_SetWindowBordered(this->WINDOW, 0);
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SDL_SetWindowSize(this->WINDOW,MONITOR_WIDTH, MONITOR_HEIGHT); |
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SDL_SetWindowSize(this->WINDOW, MONITOR_WIDTH, MONITOR_HEIGHT); |
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//SDL_SetWindowFullscreen(this->WINDOW,0 );
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//SDL_SetWindowFullscreen(this->WINDOW,0 );
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} |
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} |
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this->FULL_SCREEN = !this->FULL_SCREEN; |
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this->FULL_SCREEN = !this->FULL_SCREEN; |
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SDL_ShowCursor(this->FULL_SCREEN); |
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SDL_ShowCursor(this->FULL_SCREEN); |
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break; |
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break; |
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default: |
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default: |
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//Do nothing
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//Do nothing
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@ -662,15 +689,23 @@ void Game::on_key_right_arrow() |
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} |
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} |
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void Game::on_key_space() |
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void Game::on_key_space() |
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{ |
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{ |
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this->client->send(false,this->USER_CURRENT); |
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} |
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} |
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void Game::on_key_enter() |
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void Game::on_key_enter() |
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{ |
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{ |
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this->client->send(true,this->USER_CURRENT); |
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} |
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void Game::update(SHAPE &s, MODE &m) |
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{ |
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if (m == ME) |
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this->USER_CURRENT = s; |
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else |
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this->GUST_CURRENT = s; |
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} |
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} |
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} // namespace betacore
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} // namespace betacore
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int main(int argc, char *argv[]) |
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int main(int argc, char *argv[]) |
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{ |
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{ |
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betacore::Game game; |
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betacore::Game game(betacore::BOB, 4444, "localhost"); |
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return 0; |
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return 0; |
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} |
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} |