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#include "maingame.h"
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void UpdateCollisions(Entity* entityA, Entity* entityB) {
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std::cout << "Collisions!" << std::endl;
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}
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void MainGame::Initialize(sf::RenderWindow* window) {
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this->entityManager = new EntityManager();
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this->entityManager->SetCollisionMethod(UpdateCollisions);
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// Add entities
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this->entityManager->AddEntity("test", new Entity("data/gfx/test.png"));
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this->entityManager->AddEntity("test", new Entity("data/gfx/test.png"));
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this->entityManager->Get("test0")->velocity.x = 0.5;
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this->entityManager->Get("test")->setPosition(sf::Vector2f(50, 50));
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this->entityManager->Get("test0")->setPosition(sf::Vector2f(50, 300));
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// Load Map
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this->map = new Map();
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MapLoad(this->map, "data/map/level1.json");
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// Load Camera
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this->camera = new Camera(window);
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// Load Player
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this->player = new Player(this->entityManager, this->map, this->camera, 100, 100);
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this->entityManager->AddEntity("Player", this->player);
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}
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void MainGame::Update(sf::RenderWindow* window) {
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this->time = this->clock.getElapsedTime();
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int timeElapsed = this->time.asMicroseconds();
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this->clock.restart();
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this->player->Update(window, inputManager, timeElapsed);
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this->entityManager->Update();
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this->camera->Update(window, this->map, sf::Vector2f(this->player->getPosition().x, this->player->getPosition().y));
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if(inputManager.IsPressed(InputManager::LoadMap)) {
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std::cout << "Loading Map..." << std::endl;
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MapLoad(this->map, "data/map/level1.json", 1);
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}
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}
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void MainGame::Render(sf::RenderWindow* window) {
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this->map->Render(window);
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this->entityManager->Render(window);
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}
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void MainGame::Destroy(sf::RenderWindow* window) {
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delete this->entityManager;
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delete this->map;
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delete this->camera;
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}
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