Physics body attached to the player entity now
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822d2fa7bc
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@ -98,8 +98,6 @@ public class GladiatorBrawler extends ApplicationAdapter {
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box.dispose();
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player = new Entity();
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CRenderedObject renderedObject = new CRenderedObject();
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@ -110,7 +108,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
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renderedObject.setCurrentSequence("Idle");
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player.add(renderedObject);
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player.add(new CPhysics());
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player.getComponent(CPhysics.class).position.set(body.getPosition());
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player.getComponent(CPhysics.class).body = body;
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engine.addEntity(player);
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}
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@ -2,10 +2,11 @@ package com.saltosion.gladiator.components;
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import com.badlogic.ashley.core.Component;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.physics.box2d.Body;
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public class CPhysics extends Component {
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public Vector2 position = new Vector2(0, 0);
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public Body body;
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public Vector2 velocity = new Vector2(0, 0);
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}
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@ -69,7 +69,9 @@ public class RenderingSystem extends EntitySystem {
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int spriteHeight = currSprite.getRegionHeight();
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int spriteWidth = currSprite.getRegionWidth();
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currSprite.setPosition(physics.position.x-spriteWidth/2, physics.position.y-spriteHeight/2);
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currSprite.setPosition(physics.body.getPosition().x-spriteWidth/2,
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physics.body.getPosition().y-spriteHeight/2);
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currSprite.setRotation(physics.body.getAngle());
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currSprite.draw(batch);
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float nextFrame = renderedObject.getCurrentFrame() + deltaTime*currSequence.getPlayspeed();
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