updates to spritecomp and keyboard ctrlr
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838426ead3
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@ -1,6 +1,6 @@
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{ "frames": [
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{
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"filename": "Kaiju-Turtle 0.aseprite",
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"filename": "0",
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"frame": { "x": 0, "y": 0, "w": 32, "h": 32 },
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"rotated": false,
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"trimmed": false,
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@ -9,7 +9,7 @@
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"duration": 100
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},
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{
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"filename": "Kaiju-Turtle 1.aseprite",
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"filename": "1",
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"frame": { "x": 32, "y": 0, "w": 32, "h": 32 },
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"rotated": false,
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"trimmed": false,
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@ -18,7 +18,7 @@
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"duration": 100
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},
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{
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"filename": "Kaiju-Turtle 2.aseprite",
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"filename": "2",
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"frame": { "x": 64, "y": 0, "w": 32, "h": 32 },
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"rotated": false,
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"trimmed": false,
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@ -27,7 +27,7 @@
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"duration": 100
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},
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{
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"filename": "Kaiju-Turtle 3.aseprite",
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"filename": "3",
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"frame": { "x": 0, "y": 32, "w": 32, "h": 32 },
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"rotated": false,
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"trimmed": false,
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@ -36,7 +36,7 @@
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"duration": 100
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},
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{
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"filename": "Kaiju-Turtle 4.aseprite",
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"filename": "4",
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"frame": { "x": 32, "y": 32, "w": 32, "h": 32 },
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"rotated": false,
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"trimmed": false,
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@ -42,25 +42,25 @@ public:
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{
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switch (Game::event.key.keysym.sym)
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{
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case SDLK_UP:
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case SDLK_w:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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// if(transform->position.y>0){
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// ====== Get Player.yTile and scan column up ScreenTilesHeight/2 on Player.xTile-1, Player.xTile, and Player.xTile+1 return first hit that is > 0 for each row.
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// transform->tilePos.x
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transform->velocity.y = -1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-n");
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// }
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sprite->spriteFlip = SDL_FLIP_NONE;
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// }
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}
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break;
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case SDLK_DOWN:
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case SDLK_s:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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if(transform->position.y<Game::levelMap.h){
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transform->velocity.y = 1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-s");
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// }
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int *borders;
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borders = Game::predictCollisions();
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@ -68,12 +68,12 @@ public:
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}
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}
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break;
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case SDLK_LEFT:
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case SDLK_a:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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if(transform->position.x>Game::levelMap.x){
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transform->velocity.x = -1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-w");
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// }
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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@ -112,7 +112,7 @@ public:
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}*/
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}
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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// &entity->getComponent<PlayerController>().setLastSafePos(Vector2D(transform->position.x,transform->position.y));
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// playerCtrl->lastSafePosition.x = transform->position.x;
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@ -124,7 +124,7 @@ public:
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if(transform->position.x<Game::levelMap.w){
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transform->velocity.x = 1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-w");
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// }
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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}
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@ -167,7 +167,7 @@ public:
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}
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// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
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Game::gravityOnPlayer = true;
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sprite->Play("Jump");
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// sprite->Play("Jump");
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transform->velocity.y = -2;
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}
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}
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@ -189,10 +189,10 @@ public:
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{
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switch (Game::event.key.keysym.sym)
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{
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case SDLK_LEFT:
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case SDLK_a:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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sprite->Play("move-w");
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Game::playerIsGrounded = false;
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// if (!Game::gravityOnPlayer){
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// Game::gravityOnPlayer = true;
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@ -200,29 +200,29 @@ public:
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// }
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}
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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sprite->Play("move-w");
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// if (!Game::gravityOnPlayer){
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// Game::gravityOnPlayer = true;
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// }
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}
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break;
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case SDLK_UP:
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case SDLK_w:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.y = 0;
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sprite->Play("Idle");
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sprite->Play("move-n");
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// if (!Game::gravityOnPlayer){
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// Game::gravityOnPlayer = true;
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// // sprite->Play("Fall");
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// }
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}
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break;
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case SDLK_DOWN:
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case SDLK_s:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.y = 0;
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sprite->Play("Idle");
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sprite->Play("move-s");
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// if (!Game::gravityOnPlayer){
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// Game::gravityOnPlayer = true;
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// }
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@ -249,13 +249,13 @@ public:
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// break;
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case SDLK_k:
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break;
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case SDLK_j:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.y = 0;
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sprite->Play("Fall");
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Game::gravityOnPlayer = true;
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}
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break;
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// case SDLK_j:
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// if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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// transform->velocity.y = 0;
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// sprite->Play("Fall");
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// Game::gravityOnPlayer = true;
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// }
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// break;
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case SDLK_u:
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break;
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case SDLK_i:
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@ -27,10 +27,10 @@ private:
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TransformComponent *transform;
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SDL_Texture *texture;
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SDL_Rect srcRect, destRect;
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char letter;
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int frames = 0;
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int speed = 100;
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int letterWidth, letterHeight;
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int scale = 1;
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public:
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@ -99,15 +99,15 @@ public:
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Play(name);
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}
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Animation idle = Animation(0,3,100);
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animations.emplace("Idle", idle);
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Animation walk = Animation(1,3,100);
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animations.emplace("Walk", walk);
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Animation jump = Animation(2,1,100);
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animations.emplace("Jump", jump);
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Animation fall = Animation(3,1,100);
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animations.emplace("Fall",fall);
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Play("Idle");
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Animation moveN = Animation(0,1,100);
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animations.emplace("move-n", moveN);
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Animation moveW = Animation(2,1,100);
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animations.emplace("move-w", moveW);
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Animation moveS = Animation(5,1,100);
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animations.emplace("move-s", moveS);
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//Animation fall = Animation(3,1,100);
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//animations.emplace("Fall",fall);
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Play("move-n");
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}
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setTex(id);
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}
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@ -220,8 +220,8 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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//ecs implementation
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// player.addComponent<TransformComponent>(860*globalScale,640*globalScale,22,42,globalScale);
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player.addComponent<TransformComponent>(150*gScale,100*gScale,22,42,globalScale,3); // 180,120
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player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, "assets/textures/actors/firefighter.json");
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player.addComponent<TransformComponent>(150*gScale,100*gScale,32,32,globalScale,3); // 180,120
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player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, "assets/textures/actors/kaijuturtle.json");
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// player.addComponent<PlayerController>(0.0,0.0,false,false,Vector2D().Zero());
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player.addComponent<ColliderComponent>("player",16*globalScale,32*globalScale, true, 2*globalScale,10*globalScale, "collider");
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