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#include <chrono> // for operator""s, chrono_literals
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#include <iostream> // for cout, ostream
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#include <fstream>
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#include <memory> // for allocator, shared_ptr
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#include <string> // for string, operator<<
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#include <thread> // for sleep_for
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#include <array>
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#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/loop.hpp>
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#include <ftxui/screen/color.hpp>
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#include <SFML/Window.hpp>
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#include <SFML/System.hpp>
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#include <fmt/core.h>
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#include "dbc.hpp"
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#include "gui.hpp"
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#include "rand.hpp"
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using std::string;
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using namespace fmt;
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using namespace std::chrono_literals;
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using namespace ftxui;
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std::array<sf::Color, 10> VALUES{
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sf::Color{1, 4, 2}, // black
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sf::Color{9, 29, 16}, // dark dark
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sf::Color{14, 50, 26}, // dark mid
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sf::Color{0, 109, 44}, // dark light
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sf::Color{63, 171, 92}, // mid
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sf::Color{161, 217, 155}, // light dark
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sf::Color{199, 233, 192}, // light mid
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sf::Color{229, 245, 224}, // light light
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sf::Color{255, 255, 255}, // white
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sf::Color::Transparent, // white
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};
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sf::Color GUI::color(int val) {
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return VALUES[size_t(val)];
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}
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sf::Color GUI::color(Value val) {
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return VALUES[size_t(val)];
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}
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GUI::GUI() : $game_map(GAME_MAP_X, GAME_MAP_Y),
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$canvas(GAME_MAP_X * 2, GAME_MAP_Y * 4),
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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$screen(SCREEN_X, SCREEN_Y),
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$map_screen(GAME_MAP_X, GAME_MAP_Y)
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{
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int res = $hit_buf.loadFromFile("./assets/hit.wav");
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dbc::check(res, "failed to load hit.wav");
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$hit_sound.setBuffer($hit_buf);
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$font.loadFromFile("./assets/text.otf");
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$ui_text.setFont($font);
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$ui_text.setPosition(0,0);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
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$map_text.setFont($font);
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$map_text.setPosition(GAME_MAP_POS,0);
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$map_text.setCharacterSize(MAP_FONT_SIZE);
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$map_text.setFillColor(color(Value::MID));
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$game_map.generate();
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$player.location = $game_map.place_entity(0);
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$enemy.location = $game_map.place_entity(1);
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$goal = $game_map.place_entity($game_map.room_count() - 1);
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}
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void GUI::create_renderer() {
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$map_view = Renderer([&] {
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Matrix &walls = $game_map.walls();
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$game_map.set_target($player.location);
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$game_map.make_paths();
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Matrix &paths = $game_map.paths();
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if($player.in_state(EntityState::DEAD)) {
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$status_text = "DEAD!";
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}
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for(size_t x = 0; x < walls[0].size(); ++x) {
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for(size_t y = 0; y < walls.size(); ++y) {
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string tile = walls[y][x] == 1 ? WALL_TILE : format("{}", paths[y][x]);
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if(tile == WALL_TILE) {
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$canvas.DrawText(x*2, y*4, tile);
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} else if($show_paths) {
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//int pnum = paths[y][x];
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$canvas.DrawText(x*2, y*4, tile);
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} else {
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$canvas.DrawText(x*2, y*4, FLOOR_TILE);
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}
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}
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}
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$canvas.DrawText($enemy.location.x*2, $enemy.location.y*4, ENEMY_TILE);
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$canvas.DrawText($player.location.x*2, $player.location.y*4, PLAYER_TILE);
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$canvas.DrawText($goal.x*2, $goal.y*4, "$");
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return canvas($canvas);
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});
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$document = Renderer([&]{
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return hbox({
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hflow(
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vbox(
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text(format("HP: {}", $player.hp)) | border,
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text($status_text) | border
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) | xflex_grow
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),
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separator(),
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hbox(),
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});
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});
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}
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void GUI::handle_events() {
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sf::Event event;
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while($window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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$window.close();
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} else if(event.type == sf::Event::KeyPressed) {
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size_t x = $player.location.x;
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size_t y = $player.location.y;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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x -= 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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x += 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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y -= 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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y += 1;
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}
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if($game_map.inmap(x,y) && !$game_map.iswall(x,y)) {
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$game_map.clear_target($player.location);
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$player.move({x, y});
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} else {
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$shake_it = true;
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$hit_sound.play();
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}
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// move $enemy here
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// BUG: when the enemy has no path it goes through walls, which means
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// this neighbors function is not working right. Probably updating
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// enemy.location in an out parameter isn't the best idea.
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bool found = $game_map.neighbors($enemy.location, true);
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if(!found) {
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$status_text = "ENEMY STUCK!";
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}
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if($enemy.location.x == $player.location.x && $enemy.location.y == $player.location.y) {
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$player.event(EntityEvent::HIT);
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$burn_baby_burn = true;
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} else if($goal.x == $player.location.x && $goal.y == $player.location.y) {
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$status_text = "YOU WIN!";
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}
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}
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}
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}
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void GUI::burn() {
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for(int i = 0; i < 20; ++i) {
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$map_text.setFillColor(color(i % VALUES.size()));
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int x = Random::uniform<int>(-10,10);
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int y = Random::uniform<int>(-10,10);
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draw_screen(false, x, y);
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std::this_thread::sleep_for(2ms);
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}
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$map_text.setFillColor(color(Value::MID));
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}
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void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
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if(clear) $window.clear();
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$window.draw($ui_text);
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$map_text.setPosition(GAME_MAP_POS+map_off_x, map_off_y);
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$window.draw($map_text);
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$window.display();
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}
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void GUI::shake() {
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for(int i = 0; i < 10; ++i) {
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int x = Random::uniform<int>(-10,10);
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int y = Random::uniform<int>(-10,10);
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// add x/y back to draw screen
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draw_screen(true, x, y);
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std::this_thread::sleep_for(1ms);
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}
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}
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void GUI::render_scene() {
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Render($map_screen, $map_view->Render());
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Render($screen, $document->Render());
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std::string $screenout = $screen.ToString();
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std::wstring main_screen_utf8 = $converter.from_bytes($screenout);
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$ui_text.setString(main_screen_utf8);
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std::string $map_screenout = $map_screen.ToString();
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std::wstring map_screen_utf8 = $converter.from_bytes($map_screenout);
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$map_text.setString(map_screen_utf8);
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if($shake_it) {
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shake();
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$shake_it = false;
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}
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if($burn_baby_burn) {
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burn();
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$burn_baby_burn = false;
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}
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draw_screen();
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}
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int GUI::main() {
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create_renderer();
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while($window.isOpen()) {
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render_scene();
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handle_events();
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std::this_thread::sleep_for(10ms);
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}
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return 0;
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}
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