@@ -155,9 +155,9 @@ void Game::initGL() {
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void Game::initResources () {
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auto spriteShader = resourceManager_.createShaderProgram (" sprite" ,
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Shader (ShaderType::VERTEX,
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- " ../../../ resources/shaders/sprite/shader.vert" ),
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+ " ../resources/shaders/sprite/shader.vert" ),
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Shader (ShaderType::FRAGMENT,
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- " ../../../ resources/shaders/sprite/shader.frag" ));
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+ " ../resources/shaders/sprite/shader.frag" ));
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glm::mat4 projection = glm::ortho (0 .0f , static_cast <GLfloat>(window_->width ()),
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static_cast <GLfloat>(window_->height ()), 0 .0f ,
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-1 .0f , 1 .0f );
@@ -169,70 +169,70 @@ void Game::initResources() {
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auto textRenderingShader = resourceManager_.createShaderProgram (" text" ,
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Shader (ShaderType::VERTEX,
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- " ../../../ resources/shaders/textrendering/shader.vert" ),
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+ " ../resources/shaders/textrendering/shader.vert" ),
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Shader (ShaderType::FRAGMENT,
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- " ../../../ resources/shaders/textrendering/shader.frag" ));
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+ " ../resources/shaders/textrendering/shader.frag" ));
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textRenderingShader->use ();
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textRenderingShader->setUniform (" projection" , projection);
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- textRenderer_.init (" ../../../ resources/fonts/ocraext.ttf" , textRenderingShader);
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+ textRenderer_.init (" ../resources/fonts/ocraext.ttf" , textRenderingShader);
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auto particleShader = resourceManager_.createShaderProgram (" particle" ,
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Shader (ShaderType::VERTEX,
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- " ../../../ resources/shaders/particle/shader.vert" ),
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+ " ../resources/shaders/particle/shader.vert" ),
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Shader (ShaderType::FRAGMENT,
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- " ../../../ resources/shaders/particle/shader.frag" ));
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+ " ../resources/shaders/particle/shader.frag" ));
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particleShader->use ();
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particleShader->setUniform (" projection" , projection);
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particleShader->setUniform (" sprite" , 0 );
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resourceManager_.createShaderProgram (" postprocessing" ,
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Shader (ShaderType::VERTEX,
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- " ../../../ resources/shaders/postprocessing/shader.vert" ),
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+ " ../resources/shaders/postprocessing/shader.vert" ),
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Shader (ShaderType::FRAGMENT,
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- " ../../../ resources/shaders/postprocessing/shader.frag" ));
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+ " ../resources/shaders/postprocessing/shader.frag" ));
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resourceManager_.createTexture (" background" ,
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- " ../../../ resources/textures/background.jpg" ,
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+ " ../resources/textures/background.jpg" ,
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1600 , 900 );
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resourceManager_.createTexture (" face" ,
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- " ../../../ resources/textures/awesome_face.png" ,
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+ " ../resources/textures/awesome_face.png" ,
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512 , 512 , 4 , GL_RGBA);
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resourceManager_.createTexture (" block" ,
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- " ../../../ resources/textures/block.png" ,
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+ " ../resources/textures/block.png" ,
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128 , 128 );
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resourceManager_.createTexture (" block_solid" ,
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- " ../../../ resources/textures/block_solid.png" ,
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+ " ../resources/textures/block_solid.png" ,
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128 , 128 );
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resourceManager_.createTexture (" paddle" ,
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- " ../../../ resources/textures/paddle.png" ,
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+ " ../resources/textures/paddle.png" ,
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512 , 128 , 4 , GL_RGBA);
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resourceManager_.createTexture (" particle" ,
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- " ../../../ resources/textures/particle.png" ,
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+ " ../resources/textures/particle.png" ,
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500 , 500 , 4 , GL_RGBA);
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resourceManager_.createTexture (" speedUp" ,
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- " ../../../ resources/textures/powerups/powerup_speedup.png" ,
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+ " ../resources/textures/powerups/powerup_speedup.png" ,
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512 , 128 , 4 , GL_RGBA);
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resourceManager_.createTexture (" sticky" ,
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- " ../../../ resources/textures/powerups/powerup_sticky.png" ,
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+ " ../resources/textures/powerups/powerup_sticky.png" ,
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512 , 128 , 4 , GL_RGBA);
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resourceManager_.createTexture (" passThrough" ,
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- " ../../../ resources/textures/powerups/powerup_passthrough.png" ,
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+ " ../resources/textures/powerups/powerup_passthrough.png" ,
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512 , 128 , 4 , GL_RGBA);
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resourceManager_.createTexture (" padSizeIncrease" ,
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- " ../../../ resources/textures/powerups/powerup_increase.png" ,
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+ " ../resources/textures/powerups/powerup_increase.png" ,
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512 , 128 , 4 , GL_RGBA);
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resourceManager_.createTexture (" confuse" ,
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- " ../../../ resources/textures/powerups/powerup_confuse.png" ,
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+ " ../resources/textures/powerups/powerup_confuse.png" ,
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512 , 128 , 4 , GL_RGBA);
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resourceManager_.createTexture (" chaos" ,
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- " ../../../ resources/textures/powerups/powerup_chaos.png" ,
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+ " ../resources/textures/powerups/powerup_chaos.png" ,
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512 , 128 , 4 , GL_RGBA);
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- audioManager_.createSource (" background" , " ../../../ resources/audio/background.ogg" , true );
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- audioManager_.createSource (" bleep" , " ../../../ resources/audio/bleep.ogg" , false );
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- audioManager_.createSource (" bleepPaddle" , " ../../../ resources/audio/bleep_paddle.ogg" , false );
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- audioManager_.createSource (" solid" , " ../../../ resources/audio/solid.ogg" , false );
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- audioManager_.createSource (" powerup" , " ../../../ resources/audio/powerup.ogg" , false );
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+ audioManager_.createSource (" background" , " ../resources/audio/background.ogg" , true );
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+ audioManager_.createSource (" bleep" , " ../resources/audio/bleep.ogg" , false );
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+ audioManager_.createSource (" bleepPaddle" , " ../resources/audio/bleep_paddle.ogg" , false );
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+ audioManager_.createSource (" solid" , " ../resources/audio/solid.ogg" , false );
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+ audioManager_.createSource (" powerup" , " ../resources/audio/powerup.ogg" , false );
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particleEmitter_ = std::make_unique<ParticleEmitter>(resourceManager_.shaderProgram (" particle" ),
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resourceManager_.texture (" particle" ),
@@ -241,13 +241,13 @@ void Game::initResources() {
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window_->width (), window_->height ());
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levels_.push_back (std::make_unique<GameLevel>(
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- " ../../../ resources/levels/1.txt" , window_->width (), window_->height () / 2 ));
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+ " ../resources/levels/1.txt" , window_->width (), window_->height () / 2 ));
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levels_.push_back (std::make_unique<GameLevel>(
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- " ../../../ resources/levels/2.txt" , window_->width (), window_->height () / 2 ));
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+ " ../resources/levels/2.txt" , window_->width (), window_->height () / 2 ));
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levels_.push_back (std::make_unique<GameLevel>(
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- " ../../../ resources/levels/3.txt" , window_->width (), window_->height () / 2 ));
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+ " ../resources/levels/3.txt" , window_->width (), window_->height () / 2 ));
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levels_.push_back (std::make_unique<GameLevel>(
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- " ../../../ resources/levels/4.txt" , window_->width (), window_->height () / 2 ));
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+ " ../resources/levels/4.txt" , window_->width (), window_->height () / 2 ));
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currentLevel_ = 3 ;
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glm::vec2 playerSize = glm::vec2 (150 , 20 ) * scales_;
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