#include "maingame.h" void UpdateCollisions(Entity* entityA, Entity* entityB) { std::cout << "Collisions!" << std::endl; } void MainGame::Initialize(sf::RenderWindow* window) { entityManager = new EntityManager(); entityManager->SetCollisionMethod(UpdateCollisions); this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png")); this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png")); this->entityManager->Get("test0")->velocity.x = 0.5; this->entityManager->Get("test")->setPosition(sf::Vector2f(50, 50)); } void MainGame::Update(sf::RenderWindow* window) { this->entityManager->Get("test0")->velocity.x = 0; this->entityManager->Get("test0")->velocity.y = 0; if(inputManager.IsPressed(InputManager::Left)) { std::cout << "LEFT" << std::endl; this->entityManager->Get("test0")->velocity.x = -1; } if(inputManager.IsPressed(InputManager::Right)) { std::cout << "RIGHT" << std::endl; this->entityManager->Get("test0")->velocity.x = 1; } if(inputManager.IsPressed(InputManager::Down)) { std::cout << "DOWN" << std::endl; this->entityManager->Get("test0")->velocity.y = 1; } if(inputManager.IsPressed(InputManager::Up)) { std::cout << "UP" << std::endl; this->entityManager->Get("test0")->velocity.y = -1; } this->entityManager->Update(); } void MainGame::Render(sf::RenderWindow* window) { this->entityManager->Render(window); } void MainGame::Destroy(sf::RenderWindow* window) { delete this->entityManager; }