Worked on the sprite class, got texture loading working with sprite class, addad garbage colection to entities and sprites, and also added maintatining aspect ratio in the entity render
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@@ -12,21 +12,22 @@ int main(int argc, char** argv) {
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Entity mario("mario", game.SDLRenderer);
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mario.LoadTexture("/resources/mario.png");
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Entity box("box", game.SDLRenderer, PolyDrawType::DRAW_FILLED_RECT);
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box.SetDrawColour(Vec4(144, 022, 111, 255));
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box.SetRect(Vec2(0, 0), Vec2(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2));
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// Entity box("box", game.SDLRenderer, PolyDrawType::DRAW_FILLED_RECT);
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// box.SetDrawColour(Vec4(144, 022, 111, 255));
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// box.SetRect(Vec2(0, 0), Vec2(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2));
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Entity boxOutline("box", game.SDLRenderer, PolyDrawType::DRAW_OUTLINE_RECT);
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boxOutline.SetDrawColour(Vec4(144, 111, 111, 255));
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boxOutline.SetRect(Vec2(100, 100), Vec2(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2));
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// Entity boxOutline("box", game.SDLRenderer, PolyDrawType::DRAW_OUTLINE_RECT);
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// boxOutline.SetDrawColour(Vec4(144, 111, 111, 255));
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// boxOutline.SetRect(Vec2(100, 100), Vec2(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2));
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Entity mesh("mesh", game.SDLRenderer, PolyDrawType::DRAW_LINES);
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mesh.SetDrawColour(Vec4(255, 244, 111, 255));
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mesh.AddVecPoint(Vec4(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
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mesh.AddVecPoint(Vec4(SCREEN_WIDTH, 0, 0, SCREEN_HEIGHT));
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// Entity mesh("mesh", game.SDLRenderer, PolyDrawType::DRAW_LINES);
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// mesh.SetDrawColour(Vec4(255, 244, 111, 255));
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// mesh.AddVecPoint(Vec4(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
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// mesh.AddVecPoint(Vec4(SCREEN_WIDTH, 0, 0, SCREEN_HEIGHT));
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Sprite sans("sans", game.SDLRenderer, SpriteType::SPRITE_ANIMATED);
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sans.LoadSpriteTextures("/resources/sans-undertale-spritesheet.png");
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// sans.UseSpriteSheet
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while (!game.IsDisplayClosed()) {
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game.PollEvents();
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@@ -39,10 +40,12 @@ int main(int argc, char** argv) {
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}
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game.RenderClear();
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game.RenderEntity(&mario);
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game.RenderEntity(&box);
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game.RenderEntity(&mesh);
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game.RenderEntity(&boxOutline);
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// game.RenderEntity(&box);
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// game.RenderEntity(&mesh);
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// game.RenderEntity(&boxOutline);
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game.RenderUpdate();
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}
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