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@@ -15,7 +15,7 @@ namespace {
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void writeFinalScoreFile(int score) {
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std::ofstream file("score.txt", std::ios::trunc);
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if (!file.is_open()) {
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WARN("Failed to open score.txt for writing");
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WARN("Neuspešno odpiranje score.txt za pisanje");
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return;
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}
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@@ -314,7 +314,7 @@ namespace Game::AGame {
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} else if (!GameManager::getSharedData<bool>("gameWon")) {
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writeFinalScoreFile(GameManager::getSharedData<int>("gameScore"));
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GameManager::setSharedData("gameWon", true);
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LOG("All levels cleared");
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LOG("Vsi nivoji so zaključeni");
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}
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}
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}
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@@ -13,7 +13,7 @@ namespace Game::AGame {
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void Enemy::start() {
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mZIndex = 20;
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addComponent<Object::Components::BoxCollider>();
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LOG("Enemy started: " << getName());
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LOG("Sovražnik zagnan: " << getName());
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// Initialize random movement
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const float angle = static_cast<float>(Utils::getUtils().rirng32(0, 360)) * 3.14159f / 180.f;
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@@ -144,13 +144,13 @@ namespace Game::AGame {
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}
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if (hasAdjacentEnemy()) {
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LOG("Player collided with a strong group of polluters; game over!");
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LOG("Igralec je trčil v močno skupino onesnaževalcev; konec igre!");
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GameManager::setSharedData("gameLost", true);
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GameManager::destroyEntity(player);
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return;
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}
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LOG("Enemy '" << getName() << "' collided with player; removing polluter and awarding points");
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LOG("Sovražnik '" << getName() << "' je trčil v igralca; odstranjujem onesnaževalca in dodeljujem točke");
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GameManager::setSharedData("enemyActiveCount", std::max(0, GameManager::getSharedData<int>("enemyActiveCount") - 1));
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GameManager::setSharedData("gameScore", GameManager::getSharedData<int>("gameScore") + 100);
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GameManager::destroyEntity(this);
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@@ -11,7 +11,7 @@ namespace Game::AGame {
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void Friendly::start() {
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mZIndex = 20;
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addComponent<Object::Components::BoxCollider>();
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LOG("Friendly started: " << getName());
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LOG("Zaveznik zagnan: " << getName());
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// Initialize random movement
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const float angle = static_cast<float>(Utils::getUtils().rirng32(0, 360)) * 3.14159f / 180.f;
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@@ -44,8 +44,11 @@ namespace Game::AGame {
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return;
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}
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const std::string playerName = GameManager::getSharedData<std::string>("playerName");
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std::stringstream stream;
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stream << "Level " << GameManager::getSharedData<int>("gameStage")
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stream << "Igralec: " << (playerName.empty() ? std::string("Anonimni") : playerName)
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<< " | Level " << GameManager::getSharedData<int>("gameStage")
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<< " | Točke " << GameManager::getSharedData<int>("gameScore")
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<< " | Smeti " << GameManager::getSharedData<int>("trashActiveCount")
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<< " | Sovražniki " << GameManager::getSharedData<int>("enemyActiveCount");
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@@ -99,7 +99,7 @@ namespace Game::AGame {
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setTexture(mGroundTex);
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}
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LOG("W: " << w << " H: " << h);
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LOG("Š: " << w << " V: " << h);
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//mSound.~Sound();
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}
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@@ -20,7 +20,7 @@ int main() {
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PLNIMP("Letnik3Zadnja - Licenca: LGPLv2.1-only, CC BY-SA 4.0");
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// Prompt for player name before initializing the window/engine
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std::string playerName;
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std::cout << "Vnesi ime igralca (pritisni Enter za 'Igralec'): ";
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std::cout << "Vnesi uporabniško ime (pusti prazno za 'Igralec'): ";
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std::getline(std::cin, playerName);
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if (playerName.empty()) playerName = "Igralec";
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Game::GameManager::setSharedData<std::string>("playerName", playerName);
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@@ -6,7 +6,7 @@
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namespace Game::Object::Components {
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BoxCollider::BoxCollider(const BoxCollider& other) : Component(other) {
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LOG("Copied BoxCollider Component: " << mName);
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LOG("Kopiran BoxCollider komponenta: " << mName);
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}
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BoxCollider& BoxCollider::operator=(const BoxCollider& other) {
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@@ -17,7 +17,7 @@ namespace Game::Object::Components {
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}
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BoxCollider::BoxCollider(BoxCollider&& other) noexcept : Component(std::move(other)) {
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LOG("Moved BoxCollider Component: " << mName);
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LOG("Premaknjena BoxCollider komponenta: " << mName);
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}
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BoxCollider& BoxCollider::operator=(BoxCollider&& other) noexcept {
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@@ -9,7 +9,7 @@ namespace Game::Object {
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Entity::~Entity() = default;
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Entity::Entity(const Entity& other) : mName(other.mName), mTex(other.mTex), mTransform(other.mTransform), mIsActive(other.mIsActive) {
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LOG("Copied Entity: " << mName);
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LOG("Kopirana entiteta: " << mName);
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}
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Entity& Entity::operator=(const Entity& other) {
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@@ -24,7 +24,7 @@ namespace Game::Object {
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Entity::Entity(Entity&& other) noexcept : mName(std::move(other.mName)), mTex(other.mTex), mTransform(other.mTransform), mIsActive(other.mIsActive) {
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other.mTex = nullptr;
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LOG("Moved Entity: " << mName);
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LOG("Premaknjena entiteta: " << mName);
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}
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Entity& Entity::operator=(Entity&& other) noexcept {
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@@ -17,7 +17,7 @@ namespace Game::Renderer {
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if (mRenderer) {
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SDL_DestroyRenderer(mRenderer);
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mRenderer = nullptr;
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LOG("Destroyed Renderer");
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LOG("Renderer uničen");
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}
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}
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@@ -27,22 +27,22 @@ namespace Game::Renderer {
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mRenderer = SDL_CreateRenderer(window, nullptr);
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if (!mRenderer) {
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std::string errorMsg = "Failed to create renderer: " + std::string(SDL_GetError());
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std::string errorMsg = std::string("Neuspešno ustvarjanje rendererja: ") + std::string(SDL_GetError());
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ERROR(errorMsg.c_str());
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return false;
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}
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mVSyncEnabled = SDL_SetRenderVSync(mRenderer, 1);
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if (!mVSyncEnabled) {
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WARN("VSync could not be enabled, using software frame pacing fallback: " << SDL_GetError());
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WARN("VSync ni mogoče omogočiti, uporabljam programsko omejitev okvirjev: " << SDL_GetError());
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}
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if (!SDL_SetRenderDrawColor(mRenderer, 0, 0, 255, 255)) {
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ERROR("Failed to set renderer draw color: " << SDL_GetError());
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ERROR("Neuspelo nastavitev barve rendererja: " << SDL_GetError());
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return false;
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}
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LOG("Renderer created successfully");
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LOG("Renderer uspešno ustvarjen");
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return true;
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}
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@@ -41,7 +41,7 @@ namespace Game::Renderer {
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Texture::~Texture() {
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if (mTex)
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SDL_DestroyTexture(mTex);
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LOG("Destroyed texture '" << mId << "'")
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LOG("Tekstura '" << mId << "' uničena")
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}
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SDL_Texture* Texture::getSDLTexture() {
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@@ -14,14 +14,14 @@ namespace Game::Window {
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if (mGameThread.joinable()) {
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mGameThread.request_stop();
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mGameThread.join();
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LOG("Game thread stopped successfully");
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LOG("Nit igre uspešno ustavljena");
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}
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if (mWindow) {
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SDL_DestroyWindow(mWindow);
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mWindow = nullptr;
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sWindowBackend = nullptr;
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LOG("Window destroyed successfully");
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LOG("Okno uspešno uničeno");
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}
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SDL_Quit();
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}
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@@ -50,7 +50,7 @@ namespace Game::Window {
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mLastWindowHeight = height;
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sWindowBackend = mWindow;
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LOG("Window created successfully");
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LOG("Okno uspešno ustvarjeno");
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if (!mRenderer.init(mWindow)) {
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SDL_DestroyWindow(mWindow);
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@@ -64,17 +64,17 @@ namespace Game::Window {
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if (mRenderer.isVSyncEnabled()) {
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const int vsyncCap = std::max(1, mTargetFPS - VSYNC_FPS_OFFSET);
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mEffectiveFrameCap = vsyncCap;
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LOG("Low-latency VSync mode enabled. Target FPS: " << mTargetFPS << ", cap: " << mEffectiveFrameCap);
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LOG("Low-latency VSync mode vključen. Target FPS: " << mTargetFPS << ", cap: " << mEffectiveFrameCap);
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} else {
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mEffectiveFrameCap = std::max(1, mTargetFPS);
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LOG("VSync unavailable, using software cap: " << mEffectiveFrameCap);
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LOG("VSync ni na voljo, uporabljam programski limit: " << mEffectiveFrameCap);
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}
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#else
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mEffectiveFrameCap = std::max(1, mTargetFPS);
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#endif
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mGameManager.setTargetUpdatesPerSecond(TARGET_UPDATE_RATE);
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LOG("Target updates per second: " << mGameManager.getTargetUpdatesPerSecond());
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LOG("Ciljna hitrost posodobitev na sekundo: " << mGameManager.getTargetUpdatesPerSecond());
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mGameThread = std::jthread(std::bind_front(&Game::GameManager::run, &mGameManager));
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