interpreting monopoly as multi scree game
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32
games/monopoly/DiceModalGame.h
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32
games/monopoly/DiceModalGame.h
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// DiceModalGame.h
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#pragma once
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#include "../../lib/game.h"
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#include "../../display/low_level_render.h"
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#include "../../display/low_level_gui.h"
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#include "input_manager.h"
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class DiceModalGame : public Game {
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int dice1, dice2;
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bool dismissed;
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public:
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DiceModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, int d1, int d2)
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: Game(width, height, renderer, gui, input_manager), dice1(d1), dice2(d2), dismissed(false) {}
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void init() override { dismissed = false; }
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bool update(const InputEvent& event) override {
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if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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dismissed = true;
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return true;
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}
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return false;
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}
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void draw() override {
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int win_w = 220, win_h = 120;
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int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
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char buf[64];
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gui->draw_new_window(win_x, win_y, win_w, win_h, "Dice Roll");
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snprintf(buf, sizeof(buf), "You rolled: %d + %d", dice1, dice2);
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renderer->draw_string_scaled(win_x + 30, win_y + 40, buf, 2);
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renderer->draw_string_scaled(10, height - 20, "Press any button...", 2);
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}
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bool is_dismissed() const { return dismissed; }
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};
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