[FIXED] merge
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@@ -1,43 +0,0 @@
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#pragma once
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#include <iostream>
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#include "collision_entity.h"
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namespace entities
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{
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class Player : public CollisionEntity
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{
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public:
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Player(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale,
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const collision::Box& bounding_box)
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: CollisionEntity(model, position, rotation, scale, bounding_box)
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{}
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void Update()
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{
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position.x += 0.11f;
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MoveCollisionBox();
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}
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void OnCollide(const ::collision::Collision& collision) override
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{
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std::cout << "Player got HIT" << std::endl;
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}
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};
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class Player2 : public CollisionEntity
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{
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public:
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Player2(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale,
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const collision::Box& bounding_box)
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: CollisionEntity(model, position, rotation, scale, bounding_box)
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{}
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void Update() { position.x -= 0.01f; MoveCollisionBox(); }
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void OnCollide(const ::collision::Collision& collision) override
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{
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std::cout << "Player2 got HIT" << std::endl;
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}
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};
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}
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@@ -49,14 +49,9 @@ int main(void)
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current_scene = new scene::Startup_Scene();
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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current_scene->onKey(window, key, scancode, action, mods);
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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});
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bool window_open = true;
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@@ -90,7 +85,6 @@ int main(void)
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// Clean up -> preventing memory leaks!!!
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std::cout << "ending..." << std::endl;
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delete current_scene;
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glfwTerminate();
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return 0;
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}
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@@ -1,7 +0,0 @@
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#include "scene.h"
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namespace scene
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{
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}
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