Reformat + Basic animation system
General fixes
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@@ -1,43 +1,42 @@
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#pragma once
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#include "Level.h"
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#include "Texture.h"
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#include "WorldLevel.h"
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#include "WorldTile.h"
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#include <array>
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#include "Collision.h"
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#include "Level.h"
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#include "Player.h"
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#include "utils.h"
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#include "WorldGridManager.h"
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#include "WorldLevel.h"
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#include "GridSystem/WorldGridManager.h"
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class WorldLevel : public Level {
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class WorldLevel : public Level
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{
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public:
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WorldLevel(Camera* camera, Rectf viewport);
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~WorldLevel() override;
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WorldLevel(const WorldLevel& other) = default;
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WorldLevel(WorldLevel&& other) = default;
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void Update(float elapsedSec) override;
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void Draw() const override;
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void MouseMove(const Point2f& mousePos) override;
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void ProcessImGui() override;
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WorldGridManager& GetGridManager() { return m_gridManager; }
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WorldGridManager& GetGridManager() {
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return m_gridManager;
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}
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std::vector<Collision::CollisionRect> m_Rects;
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private:
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WorldGridManager m_gridManager{};
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WorldGridManager m_gridManager {};
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Player m_player;
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Point2f m_mousePos{};
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Point2f m_mousePos {};
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Rectf m_viewport;
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// ImGui Vars
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bool m_ShowTextureManagerWindow{ false };
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bool m_ShowCameraWindow{ false };
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bool m_ShowPlayerInfo{ true };
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bool m_ShowTextureManagerWindow { false };
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bool m_ShowCameraWindow { false };
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bool m_ShowPlayerInfo { true };
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};
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