Minor tweaks for debug text
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@ -162,38 +162,40 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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std::string debugStaticString = "Collision";
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debugStaticText = new UIText(debugStaticString, "font", 0,0,8,12,1);
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debugStaticText->ParseString(debugStaticString,220*globalScale,14*gScale,1,"debug",Game::groupUI_Layer3);
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debugStaticText->ParseString(debugStaticString,camera.w-100*globalScale,14*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString2 = "Hori:";
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debugStaticText2 = new UIText(debugStaticString2, "font", 0,0,8,12,1);
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debugStaticText2->ParseString(debugStaticString2,220*globalScale,24*gScale,1,"debug",Game::groupUI_Layer3);
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debugStaticText2->ParseString(debugStaticString2,camera.w-100*globalScale,24*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString3 = "Vert:";
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debugStaticText3 = new UIText(debugStaticString3, "font", 0,0,8,12,1);
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debugStaticText3->ParseString(debugStaticString3,220*globalScale,34*gScale,1,"debug",Game::groupUI_Layer3);
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debugStaticText3->ParseString(debugStaticString3,camera.w-100*globalScale,34*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString4 = "Jump:";
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debugStaticText4 = new UIText(debugStaticString4, "font", 0,0,8,12,1);
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debugStaticText4->ParseString(debugStaticString4,220*globalScale,44*gScale,1,"debug",Game::groupUI_Layer3);
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debugStaticText4->ParseString(debugStaticString4,camera.w-100*globalScale,44*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString5 = "P.y :";
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debugStaticText5 = new UIText(debugStaticString5, "font", 0,0,8,12,1);
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debugStaticText5->ParseString(debugStaticString5,220*globalScale,54*gScale,1,"debug",Game::groupUI_Layer3);
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debugStaticText5->ParseString(debugStaticString5,camera.w-100*globalScale,54*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString6 = "P.dy:";
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debugStaticText6 = new UIText(debugStaticString6, "font", 0,0,8,12,1);
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debugStaticText6->ParseString(debugStaticString6,220*globalScale,64*gScale,1,"debug",Game::groupUI_Layer3);
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debugStaticText6->ParseString(debugStaticString6,camera.w-100*globalScale,64*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString7 = "YVec:";
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debugStaticText7 = new UIText(debugStaticString7, "font", 0,0,8,12,1);
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debugStaticText7->ParseString(debugStaticString7,220*globalScale,74*gScale,1,"debug",Game::groupUI_Layer3);
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debugStaticText7->ParseString(debugStaticString7,camera.w-100*globalScale,74*gScale,1,"debug",Game::groupUI_Layer3);
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debugJumpText = new UIText(Game::BoolToString(playerIsJumping), "font", 0,0,8,12,1);
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debugJumpText->ParseString(Game::BoolToString(playerIsJumping),260*globalScale,44*gScale,1,"debugJumpText",Game::groupUI_Layer3);
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debugJumpText->ParseString(Game::BoolToString(playerIsJumping),camera.w-50*globalScale,44*gScale,1,"debugJumpText",Game::groupUI_Layer3);
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// debug UI box
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SDL_Rect debugBoxRect = SDL_Rect();
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debugBoxRect.x = 220*globalScale;
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debugBoxRect.x = camera.w-(100*globalScale);
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debugBoxRect.y = 8*globalScale;
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debugBoxRect.w = 98*globalScale;
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debugBoxRect.h = 94*globalScale;
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debugBox = new UINineSlice("textBox");
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debugBox->MakeSlices("textBox",32,32,14,16,14,16,debugBoxRect,1,Game::groupUI_Layer2);
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printf("camera.w: %d \n",camera.w);
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//ecs implementation
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map->LoadMap("assets/maps/br-map-color.txt",70,45, globalScale);
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@ -59,6 +59,7 @@ void UIText::ParseString(std::string inputText, int x, int y, int letterScale, s
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void UIText::AddLetter(int xpos, int ypos, char crnt, std::string tag, int lttrScale, Game::groupLabels groupLabel)
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{
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// =======THIS NEEDS TO BE REFACTORED TO NOT USE INDIVIDUAL ENTITIES FOR EACH LETTER============
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auto& letter(manager.addEntity());
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letter.addComponent<TransformComponent>(xpos*lttrScale, ypos*lttrScale, letterWidth, letterHeight, 1);
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letter.addComponent<SpriteComponent>("font", SpriteComponent::spriteText, crnt, letterWidth, letterHeight, lttrScale);
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