Firefighter better animations added
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@ -47,6 +47,8 @@ auto& uiInfo(manager.addEntity());
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bool Game::debugCollisionBoxes = false;
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bool Game::gravityOnPlayer = true;
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int gScale = 0;
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Game::Game() {
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@ -108,7 +110,7 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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SDL_Rect myDestRect = SDL_Rect();
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myDestRect.x = 12;
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myDestRect.y = 8;
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myDestRect.w = 140;
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myDestRect.w = 120;
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myDestRect.h = 40;
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my9Slice = new UINineSlice("textBox");
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my9Slice->MakeSlices("textBox",32,32,14,17,14,17,myDestRect,globalScale);
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@ -179,10 +181,21 @@ void Game::update()
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SDL_Rect cCol = c->getComponent<ColliderComponent>().collider;
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if(Collision::AABB(cCol, playerCol))
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{
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player.getComponent<TransformComponent>().position = playerPos;
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// printf("Collision detected!\n");
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// player.getComponent<TransformComponent>().position = playerPos;
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gravityOnPlayer = false;
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// player.getComponent<SpriteComponent>().Play("Idle");
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}
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// while(Collision::AABB(cCol, playerCol))
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// {
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// gravityOnPlayer = false;
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// }
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}
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// Gravity
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if (gravityOnPlayer){
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player.getComponent<TransformComponent>().position.y += 5;
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}
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// for(auto& p: projectiles)
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// {
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// if(Collision::AABB(player.getComponent<ColliderComponent>().collider, p->getComponent<ColliderComponent>().collider))
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@ -37,6 +37,7 @@ public:
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// static std::vector<ColliderComponent*> colliders;
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static bool isRunning;
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static bool debugCollisionBoxes;
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static bool gravityOnPlayer;
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static SDL_Rect camera;
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static AssetManager* assets;
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enum groupLabels : std::size_t
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