refactor to strut and single file
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@ -1,109 +1,139 @@
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#include "MainLevel.hpp"
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#include "Level.hpp"
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MainLevel::MainLevel(C3D_RenderTarget* top, C3D_RenderTarget* bottom): Level(this, "romfs:/gfx/sprites.t3x", top, bottom) {}
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#define SPR_BIRD 0
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void MainLevel::setup() {
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//* SPRITE INIT *//
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// set bird consts
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sprites[SPR_BIRD].setPosition(SCREEN_WIDTH / 4, SCREEN_HEIGHT / 3);
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sprites[SPR_BIRD].setHitbox(17, 12);
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#define SPR_BG 1
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#define SPR_FLOOR 2
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#define SPR_LOGO 3
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#define SPR_PIPEBOTTOM 4
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#define SPR_PIPETOP 5
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// set bottom screen scorecard
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sprites[SPR_SCORECARD].setCenter(0.0, 0.0);
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#define SPR_SCORECARD 6
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#define SPR_BOTHPIPES 7
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sprites[SPR_SCORECARD].setPosition(2, 40);
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#define NUM_PIPES 5
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sprites[SPR_PIPETOP].setPosition(280, 3);
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sprites[SPR_PIPEBOTTOM].setPosition(280, 280);
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struct MainLevel: Level {
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float a = 0.4; // acceleration
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float v = 0; // velocity
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float pipeSpeed = -1;
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// set bg properties
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sprites[SPR_BG].setPosition(200, 120);
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C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
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Sprite pipes[NUM_PIPES];
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// if theres a better way to do this,,, i dont know it
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for (int i = 0; i < NUM_PIPES; i++) {
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memcpy(&pipes[i], &sprites[SPR_BOTHPIPES], sizeof(sprites[SPR_BOTHPIPES]));
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pipes[i].setCenter(0.5f, 0.5f);
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pipes[i].setPosition(SCREEN_WIDTH + 40 + i * (100), (rand() % 150) + 50);
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pipes[i].setHitbox(26, 403);
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}
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int score = 0;
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bool gameOver = false;
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//* FONT INIT *//
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// Load fonts and text
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g_staticBuf = C2D_TextBufNew(4096);
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font = C2D_FontLoad("romfs:/gfx/fbfont.bcfnt");
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C2D_TextFontParse(&scoreText, font, g_staticBuf, "0");
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C2D_TextOptimize(&scoreText);
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}
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C2D_TextBuf g_staticBuf;
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C2D_Text scoreText;
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C2D_Font font;
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void MainLevel::update() {
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hidScanInput();
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MainLevel(C3D_RenderTarget* top, C3D_RenderTarget* bottom): Level(this, "romfs:/gfx/sprites.t3x", top, bottom) {}
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// Respond to user input
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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svcBreak(USERBREAK_USER); // break in order to return to hbmenu
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void setup() {
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//* SPRITE INIT *//
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// set bird consts
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sprites[SPR_BIRD].setPosition(SCREEN_WIDTH / 4, SCREEN_HEIGHT / 3);
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sprites[SPR_BIRD].setHitbox(17, 12);
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// set bottom screen scorecard
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sprites[SPR_SCORECARD].setCenter(0.0, 0.0);
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// gravity calcs
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v += a;
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sprites[SPR_BIRD].move(0, v);
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C2D_SpriteSetRotationDegrees(&sprites[SPR_BIRD].spr, v*9.8);
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sprites[SPR_SCORECARD].setPosition(2, 40);
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if (!gameOver && (kDown & KEY_A)) {
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v = -5.5;
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sprites[SPR_BIRD].move(0, v, true);
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}
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sprites[SPR_PIPETOP].setPosition(280, 3);
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sprites[SPR_PIPEBOTTOM].setPosition(280, 280);
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// bird hitting ground is game over
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if (sprites[SPR_BIRD].getPosY() == SCREEN_HEIGHT) {
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gameOver = true;
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}
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// set bg properties
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sprites[SPR_BG].setPosition(200, 120);
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C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
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if (!gameOver) {
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// if theres a better way to do this,,, i dont know it
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for (int i = 0; i < NUM_PIPES; i++) {
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pipes[i].move(pipeSpeed, 0, true);
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memcpy(&pipes[i], &sprites[SPR_BOTHPIPES], sizeof(sprites[SPR_BOTHPIPES]));
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pipes[i].setCenter(0.5f, 0.5f);
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pipes[i].setPosition(SCREEN_WIDTH + 40 + i * (100), (rand() % 150) + 50);
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pipes[i].setHitbox(26, 403);
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}
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// collision detection
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if (pipes[i].isCollidingWith(sprites[SPR_BIRD])) {
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gameOver = true;
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break;
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//* FONT INIT *//
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// Load fonts and text
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g_staticBuf = C2D_TextBufNew(4096);
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font = C2D_FontLoad("romfs:/gfx/fbfont.bcfnt");
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C2D_TextFontParse(&scoreText, font, g_staticBuf, "0");
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C2D_TextOptimize(&scoreText);
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};
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void update() {
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hidScanInput();
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// Respond to user input
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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svcBreak(USERBREAK_USER); // break in order to return to hbmenu
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// gravity calcs
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v += a;
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sprites[SPR_BIRD].move(0, v);
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C2D_SpriteSetRotationDegrees(&sprites[SPR_BIRD].spr, v*9.8);
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if (!gameOver && (kDown & KEY_A)) {
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v = -5.5;
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sprites[SPR_BIRD].move(0, v, true);
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}
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// bird hitting ground is game over
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if (sprites[SPR_BIRD].getPosY() == SCREEN_HEIGHT) {
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gameOver = true;
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}
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if (!gameOver) {
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for (int i = 0; i < NUM_PIPES; i++) {
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pipes[i].move(pipeSpeed, 0, true);
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// collision detection
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if (pipes[i].isCollidingWith(sprites[SPR_BIRD])) {
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gameOver = true;
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break;
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}
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// inc score
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if (pipes[i].getPosX() == sprites[SPR_BIRD].getPosX())
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score++;
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// send pipes back to front of screen
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if (pipes[i].getPosX() < -(SCREEN_WIDTH/NUM_PIPES)) {
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pipes[i].setPosition(SCREEN_WIDTH, (rand() % 150) + 50);
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}
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}
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}
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// inc score
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if (pipes[i].getPosX() == sprites[SPR_BIRD].getPosX())
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score++;
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// make score text
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// char scoreString[(((sizeof score) * CHAR_BIT) + 2)/3 + 2];
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// sprintf(scoreString, "%d", score);
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// C2D_TextFontParse(&scoreText, font, g_staticBuf, scoreString);
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// C2D_TextOptimize(&scoreText);
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}
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// send pipes back to front of screen
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if (pipes[i].getPosX() < -(SCREEN_WIDTH/NUM_PIPES)) {
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pipes[i].setPosition(SCREEN_WIDTH, (rand() % 150) + 50);
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}
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void drawTop() {
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sprites[SPR_BG].draw();
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sprites[SPR_BIRD].draw();
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for (int i = 0; i < NUM_PIPES; i++) {
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pipes[i].draw();
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}
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}
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// make score text
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// char scoreString[(((sizeof score) * CHAR_BIT) + 2)/3 + 2];
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// sprintf(scoreString, "%d", score);
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// C2D_TextFontParse(&scoreText, font, g_staticBuf, scoreString);
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// C2D_TextOptimize(&scoreText);
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}
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void MainLevel::drawTop() {
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sprites[SPR_BG].draw();
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sprites[SPR_BIRD].draw();
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for (int i = 0; i < NUM_PIPES; i++) {
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pipes[i].draw();
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void drawBottom() {
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sprites[SPR_SCORECARD].draw();
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// C2D_DrawText(&scoreText, 0, 240, 88, 0.0f, 0.9f, 0.9f);
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}
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}
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void MainLevel::drawBottom() {
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sprites[SPR_SCORECARD].draw();
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// C2D_DrawText(&scoreText, 0, 240, 88, 0.0f, 0.9f, 0.9f);
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}
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void cleanup() {
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C2D_SpriteSheetFree(spritesheet);
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C2D_TextBufDelete(g_staticBuf);
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C2D_FontFree(font);
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}
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void MainLevel::cleanup() {
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C2D_SpriteSheetFree(spritesheet);
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C2D_TextBufDelete(g_staticBuf);
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C2D_FontFree(font);
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}
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};
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@ -1,50 +0,0 @@
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#pragma once
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#ifndef MAINLEVEL_HPP
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#define MAINLEVEL_HPP
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#include "Level.hpp"
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#define SPR_BIRD 0
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#define SPR_BG 1
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#define SPR_FLOOR 2
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#define SPR_LOGO 3
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#define SPR_PIPEBOTTOM 4
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#define SPR_PIPETOP 5
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#define SPR_SCORECARD 6
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#define SPR_BOTHPIPES 7
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#define NUM_PIPES 5
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class MainLevel: public Level {
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public:
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float a = 0.4; // acceleration
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float v = 0; // velocity
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float pipeSpeed = -1;
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Sprite pipes[NUM_PIPES];
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int score = 0;
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bool gameOver = false;
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C2D_TextBuf g_staticBuf;
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C2D_Text scoreText;
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C2D_Font font;
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MainLevel(C3D_RenderTarget* top, C3D_RenderTarget* bottom);
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void setup();
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void update();
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void drawTop();
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void drawBottom();
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void cleanup();
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};
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#endif
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#include <time.h>
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#include <limits.h>
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#include "MainLevel.hpp"
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#include "MainLevel.cpp"
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int main(int argc, char* argv[]) {
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