Component getting is now done properly in RenderingSystem
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@ -1,5 +1,6 @@
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package com.saltosion.gladiator.systems;
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import com.badlogic.ashley.core.ComponentMapper;
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import com.badlogic.ashley.core.Engine;
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import com.badlogic.ashley.core.Entity;
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import com.badlogic.ashley.core.EntitySystem;
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@ -16,6 +17,8 @@ import com.saltosion.gladiator.components.CRenderedObject;
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public class RenderingSystem extends EntitySystem {
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private ComponentMapper<CRenderedObject> rom = ComponentMapper.getFor(CRenderedObject.class);
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private ComponentMapper<CPosition> pm = ComponentMapper.getFor(CPosition.class);
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private ImmutableArray<Entity> entities;
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private SpriteBatch batch;
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@ -44,12 +47,12 @@ public class RenderingSystem extends EntitySystem {
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batch.begin();
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for (int i=0; i<entities.size(); i++) {
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CRenderedObject renderedObject = entities.get(i).getComponent(CRenderedObject.class);
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CRenderedObject renderedObject = rom.get(entities.get(i));
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SpriteSequence currSequence = renderedObject.getSequence(renderedObject.getCurrentSequence());
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int currFrame = (int) Math.floor(renderedObject.getCurrentFrame());
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Sprite currSprite = currSequence.getSprite(currFrame);
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CPosition position = entities.get(i).getComponent(CPosition.class);
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CPosition position = pm.get(entities.get(i));
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batch.draw(currSprite, position.x, position.y);
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