Restructered project and better building
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resources/assets/1x1black.png
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resources/assets/Ak 47 .png
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resources/assets/Grass.png
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resources/assets/Heart.png
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resources/assets/Kaktus 1.png
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resources/assets/Kaktus 2.png
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resources/assets/Knife.png
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resources/assets/Menschen skizze 32x32.png
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resources/assets/Rock 128x128.png
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resources/assets/Rock.png
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resources/assets/Shotgun.png
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resources/assets/Tree 2 128x128.png
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resources/assets/barrel.png
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resources/assets/bush.png
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resources/assets/bush2.png
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resources/assets/desert-001.png
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resources/assets/door 2.png
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resources/assets/door.png
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resources/assets/edge.png
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resources/assets/empty heart.png
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resources/assets/half Heart.png
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resources/assets/heal animation1.png
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resources/assets/heal animation2.png
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resources/assets/heal animation3.png
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resources/assets/logo.png
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resources/assets/new police_officer 32x32.png
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resources/assets/pistel 16x16.png
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resources/assets/pistole 16x16.png
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resources/assets/police_officer.png
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resources/assets/tree 128x128.png
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resources/assets/tree.png
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resources/assets/wood_wall001.png
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resources/fonts/arial.ttf
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resources/shaders/bitmapfrag.shader
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#version 300 es
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precision mediump float;
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D text;
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uniform vec3 textColor;
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void main() {
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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color = vec4(textColor, 1.0) * sampled;
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}
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resources/shaders/bitmapvert.shader
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#version 300 es
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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out vec2 TexCoords;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * vec4(vertex.xy,0.0,1.0);
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TexCoords = vertex.zw;
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}
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resources/shaders/frag.shader
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#version 300 es
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precision mediump float;
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D theTexture;
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void main() {
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//FragColor = vec4(1.f, 0.5f, 0.2f, 1.0f);
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FragColor = texture(theTexture, TexCoord);
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}
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resources/shaders/vert.shader
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#version 300 es
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 texCoord;
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uniform mat4 MVP;
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out vec2 TexCoord;
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void main() {
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gl_Position = MVP * vec4(aPos.xy,0.0,1.0);
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TexCoord = texCoord;
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}
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