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39 files changed

+142
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CMakeLists.txt

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@@ -5,7 +5,7 @@ find_package(OpenGL REQUIRED)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
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set(SOURCES src/main.cpp src/WindowManager.cpp src/WindowManager.h src/Window.cpp src/Window.h src/Shader.cpp src/Shader.h src/ShaderType.h src/ShaderProgram.cpp src/ShaderProgram.h src/FileManager.cpp src/FileManager.h src/Texture.cpp src/Texture.h src/ResourceManager.cpp src/ResourceManager.h src/InputManager.cpp src/InputManager.h src/EventHandlers.h src/Game.cpp src/Game.h src/GameState.h src/SpriteRenderer.cpp src/SpriteRenderer.h src/Singleton.h src/GameObject.cpp src/GameObject.h src/Brick.cpp src/Brick.h src/GameLevel.cpp src/GameLevel.h src/Player.cpp src/Player.h src/Ball.cpp src/Ball.h src/Direction.h src/Collision.h src/CollisionDetector.cpp src/CollisionDetector.h)
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set(SOURCES src/main.cpp src/WindowManager.cpp src/WindowManager.h src/Window.cpp src/Window.h src/graphics/Shader.cpp src/graphics/Shader.h src/graphics/ShaderType.h src/graphics/ShaderProgram.cpp src/graphics/ShaderProgram.h src/FileManager.cpp src/FileManager.h src/graphics/Texture.cpp src/graphics/Texture.h src/ResourceManager.cpp src/ResourceManager.h src/input/InputManager.cpp src/input/InputManager.h src/input/EventHandlers.h src/Game.cpp src/Game.h src/game/GameState.h src/graphics/SpriteRenderer.cpp src/graphics/SpriteRenderer.h src/Singleton.h src/game/GameObject.cpp src/game/GameObject.h src/game/Brick.cpp src/game/Brick.h src/game/GameLevel.cpp src/game/GameLevel.h src/game/Player.cpp src/game/Player.h src/game/Ball.cpp src/game/Ball.h src/physics/Direction.h src/physics/Collision.h src/physics/CollisionDetector.cpp src/physics/CollisionDetector.h src/graphics/Particle.h src/graphics/ParticleEmitter.cpp src/graphics/ParticleEmitter.h)
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# GLFW build configuration
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#version 330 core
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in vec2 uv;
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out vec4 finalColor;
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uniform sampler2D sprite;
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uniform vec4 particleColor;
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void main() {
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finalColor = texture(sprite, uv) * particleColor;
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}
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#version 330 core
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// <vec2 position, vec2 texCoords>
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layout (location = 0) in vec4 vertex;
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out vec2 uv;
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uniform mat4 projection;
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uniform vec2 offset;
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float scale = 10.0f;
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void main() {
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uv = vertex.zw;
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gl_Position = projection * vec4(vertex.xy * scale + offset, 0.0f, 1.0f);
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}

resources/shaders/sprite/shader.frag

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@@ -7,5 +7,5 @@ uniform sampler2D image;
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uniform vec3 color;
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void main() {
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finalColor = vec4(color, 1.0f) * texture(image, uv);
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finalColor = texture(image, uv) * vec4(color, 1.0f);
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}

src/Game.cpp

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@@ -1,18 +1,18 @@
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#include "Game.h"
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#include "ShaderProgram.h"
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#include "Shader.h"
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#include "ShaderType.h"
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#include "graphics/ShaderProgram.h"
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#include "graphics/Shader.h"
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#include "graphics/ShaderType.h"
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#include "Window.h"
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#include "Collision.h"
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#include "Direction.h"
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#include "CollisionDetector.h"
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#include "physics/Collision.h"
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#include "physics/Direction.h"
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#include "physics/CollisionDetector.h"
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#include <glm/mat4x4.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <tuple>
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#include <cmath>
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#include <iostream>
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const glm::vec2 INITIAL_BALL_VELOCITY(250.0f, -650.0f);
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const glm::vec2 INITIAL_BALL_VELOCITY(200.0f, -550.0f);
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float INITIAL_PLAYER_VELOCITY = 500.0f;
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Game::Game(int width, int height, bool isFullScreen)

src/Game.h

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#pragma once
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#include <GL/glew.h>
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#include "GameState.h"
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#include "SpriteRenderer.h"
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#include "game/GameState.h"
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#include "graphics/SpriteRenderer.h"
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#include "ResourceManager.h"
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#include "InputManager.h"
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#include "input/InputManager.h"
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#include "WindowManager.h"
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#include "Window.h"
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#include "GameLevel.h"
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#include "Player.h"
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#include "Ball.h"
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#include "game/GameLevel.h"
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#include "game/Player.h"
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#include "game/Ball.h"
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#include <memory>
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#include <vector>
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src/ResourceManager.cpp

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#include "ResourceManager.h"
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#include "ShaderProgram.h"
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#include "Shader.h"
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#include "Texture.h"
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#include "graphics/ShaderProgram.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "FileManager.h"
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#include <memory>
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#include <string>

src/ResourceManager.h

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#pragma once
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#include "Singleton.h"
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#include "ShaderProgram.h"
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#include "Shader.h"
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#include "Texture.h"
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#include "graphics/ShaderProgram.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include <GL/glew.h>
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#include <memory>
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#include <map>

src/Window.cpp

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#include "Window.h"
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#include "InputManager.h"
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#include "input/InputManager.h"
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#include <iostream>
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Window::Window(int width, int height, const std::string& title, bool isFullScreen, bool vsync)
File renamed without changes.

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