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