Add GameState and MainGame
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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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entityManager = new EntityManager();
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entityManager->SetCollisionMethod(UpdateCollisions);
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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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}
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void MainGame::Update(sf::RenderWindow* window) {
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if(inputManager.IsPressed(InputManager::Left)) {
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std::cout << "LEFT" << std::endl;
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}
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if(inputManager.IsPressed(InputManager::Down)) {
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std::cout << "DOWN" << std::endl;
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}
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this->entityManager->Update();
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}
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void MainGame::Render(sf::RenderWindow* 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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}
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@@ -0,0 +1,22 @@
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#ifndef MAINGAME_H
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#define MAINGAME_H
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#include <iostream>
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#include "gamestate.h"
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#include "entitymanager.h"
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#include "inputmanager.h"
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class MainGame : public GameState
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{
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public:
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void Initialize(sf::RenderWindow* window);
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void Update(sf::RenderWindow* window);
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void Render(sf::RenderWindow* window);
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void Destroy(sf::RenderWindow* window);
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private:
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EntityManager* entityManager;
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};
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#endif // MAINGAME_H
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