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Game.h
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//
// Created by Ido Mozes on 18/06/2019.
//
#ifndef SDL2_GAME_GAME_H
#define SDL2_GAME_GAME_H
#include <iostream>
#include <cmath>
#include <fstream>
#include <memory>
#include <vector>
#include "SDL.h"
#include "SDL_image.h"
#include <comdef.h>
#include "Entity.h"
#include "System.h"
#include "systems/RenderSystem.h"
#include "systems/MovementSystem.h"
#include "systems/EventSystem.h"
#include "systems/BloonsSpawnSystem.h"
#include "systems/ShotsSpawnSystem.h"
#include "systems/DraggingSystem.h"
#include "systems/RemoveEntitiesSystem.h"
#include "systems/CollisionSystem.h"
#include "systems/DamageSystem.h"
#include "systems/MenuSystem.h"
#include "systems/LoadLevelSystem.h"
#include "systems/PopEffectSystem.h"
#include "GameData.h"
#include "boost/filesystem.hpp"
#include <iostream>
struct TempPoint {
short X;
short Y;
};
class Game {
std::vector<std::unique_ptr<System>> systems;
std::array<Entities, N_LAYERS> layers;
RenderSystem *renderSystem;
public:
GameData gameData;
explicit Game(bool fullscreen, float mapScale = 1.5);
~Game();
void update();
bool running() { return gameData.isRunning; }
void loadMap();
};
#endif //SDL2_GAME_GAME_H

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