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Optimizing component handling
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@@ -3,6 +3,7 @@
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// Edited by Benjamin Henry on 5/26/21.
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//
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#include <Component/Collision/CollisionComponent.hpp>
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#include "Map.hpp"
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namespace RAY3D = RAY::Drawables::Drawables3D;
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@@ -18,8 +19,8 @@ namespace BBM
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for (int j = 0; j < height + 1; j++) {
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if (!(i % 2) && !(j % 2)) {
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(Vector3f(i, 0, j))
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//.addComponent<CollisionComponent>(1)
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.addComponent<PositionComponent>(i, 0, j)
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.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj));
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}
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}
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@@ -33,19 +34,19 @@ namespace BBM
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scene->addEntity("Bottom Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, -1))
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//.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Upper Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, height + 1))
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//.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Left Wall")
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.addComponent<PositionComponent>(Vector3f(width + 1, 0, (height + 1) / 2))
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//.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
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scene->addEntity("Right Wall")
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.addComponent<PositionComponent>(Vector3f(-1, 0, (height + 1) / 2))
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//.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
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}
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@@ -53,7 +54,6 @@ namespace BBM
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{
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(width / 2, -1, height / 2))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"), RAY::Vector3(width + 2, 0, height + 2));
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}
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@@ -81,7 +81,7 @@ namespace BBM
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scene->addEntity("Breakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<HealthComponent>(1)
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//.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png"));
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}
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@@ -89,7 +89,6 @@ namespace BBM
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{
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(coords))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"));
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}
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@@ -97,7 +96,7 @@ namespace BBM
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{
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scene->addEntity("Unbreakable Block")
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.addComponent<PositionComponent>(coords)
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//.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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}
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