Entityx usage and fixed release types
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@@ -1,5 +1,10 @@
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#include "GameScreen.h"
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#include <entityx/entityx.h>
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#include "../entities/components/Position.h"
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#include "../entities/components/Direction.h"
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#include "../entities/components/Renderable.h"
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#include "../entities/MovementSystem.h"
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#include "../entities/RenderSystem.h"
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#include <SDL.h>
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#include <iostream>
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@@ -26,9 +31,14 @@ GameScreen::GameScreen(Renderer *renderer, Assets *assets)
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camera = new OrtographicCamera();
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//Create Entities
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//entityx::EntityX ex;
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//entityx::Entity charakter = ex.entities.create();
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//charakter.assign<Position>();
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entityx::Entity charakter = ex.entities.create();
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charakter.assign<Position>();
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charakter.assign<Direction>(1.f,0.f); //apply speed right
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charakter.assign<Renderable>(obj, "defaultShader");
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ex.systems.add<MovementSystem>();
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ex.systems.add<RenderSystem>(renderer,camera,assets);
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ex.systems.configure();
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}
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GameScreen::~GameScreen()
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@@ -46,16 +56,18 @@ void GameScreen::pause()
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{
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}
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void GameScreen::render()
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void GameScreen::render(unsigned int delta)
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{
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//Drawing
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double dt = ((double) delta) * 0.001; //(10^-3) milli
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ex.systems.update<RenderSystem>(dt);
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/*//Drawing
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Shader defaultShader = assets->getShader("defaultShader");
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defaultShader.SetMatrix4("MVP", camera->getCombinedMatrix(), true);
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//Draw Mesh
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renderer->draw(*obj, defaultShader);
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renderer->draw(*obj, defaultShader);*/
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}
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void GameScreen::update()
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void GameScreen::update(unsigned int delta)
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{
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SDL_Event event;
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while (SDL_PollEvent(&event) != 0)
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@@ -66,6 +78,8 @@ void GameScreen::update()
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command->execute(*camera);
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}
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}
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double dt = ((double) delta) * 0.001; //(10^-3) milli
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ex.systems.update<MovementSystem>(dt);
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}
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void GameScreen::resize()
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