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447cb4cd7a
...
72496226d8
4
.gitignore
vendored
4
.gitignore
vendored
@ -15,7 +15,3 @@ cmake-build-debug/
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output.txt
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output.txt
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buildall.bat
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buildall.bat
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typer.py
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typer.py
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# Sandbox Assets
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assets/
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art/
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@ -1,18 +1,8 @@
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#include "sprite_component.h"
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#include "sprite_component.h"
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#include <raylib.h>
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#include <raylib.h>
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#include "Logger.h"
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#include "transform_component.h"
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void SpriteComponent::Render(float x, float y) const {
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void SpriteComponent::Render(float x, float y) const {
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if (texture) {
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if (texture) {
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DrawTexture(*reinterpret_cast<Texture2D*>(texture), x, y, WHITE);
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DrawTexture(*reinterpret_cast<Texture2D*>(texture), x, y, WHITE);
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}
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}
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}
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}
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void SpriteComponent::Render(TransformComponent transform) const {
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if (texture) {
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DrawTexture(*reinterpret_cast<Texture2D*>(texture), transform.x, transform.y, WHITE);
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}
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}
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@ -1,13 +1,9 @@
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#pragma once
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#pragma once
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#include "transform_component.h"
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struct SpriteComponent {
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struct SpriteComponent {
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public:
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public:
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void* texture; // void* to abstract Texture2D
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void* texture; // void* to abstract Texture2D
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void Render(float x, float y) const;
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void Render(float x, float y) const;
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void Render(TransformComponent transform) const;
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};
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};
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// Usage:
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// Usage:
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@ -26,30 +26,14 @@ public:
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void UpdateActiveScene() {
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void UpdateActiveScene() {
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if (activeScene != entt::null) {
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if (activeScene != entt::null) {
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// Iterate over entities in the active scene that have an InputComponent
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auto view = registry.view<InputComponent>();
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for (auto entity : view) {
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auto& inputComponent = view.get<InputComponent>(entity);
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inputComponent.Update(); // This will call the input logic
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}
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}
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}
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}
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}
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void RenderActiveScene() {
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void RenderActiveScene() {
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if (activeScene != entt::null) {
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if (activeScene != entt::null) {
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// Iterate over entities in the active scene that have both SpriteComponent and TransformComponent
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auto view = registry.view<SpriteComponent, TransformComponent>();
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for (auto entity : view) {
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auto& sprite = view.get<SpriteComponent>(entity);
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auto& transform = view.get<TransformComponent>(entity);
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// Render the sprite at the position defined by the TransformComponent
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sprite.Render(transform);
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}
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}
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}
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}
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}
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private:
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private:
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entt::registry& registry;
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entt::registry& registry;
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entt::entity activeScene;
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entt::entity activeScene;
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