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Feature/rework the entity classes #18
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Adding interfaces for entites, position, velocity and the physic engine
Adding new interfaces for better implementation Cleaning up yesterday created interfaces Correcting structure Adding base classes Reworking systems
Getting the new systems to a working state
Adding new files to the project
Tank/src/Systems/AbstractSystem.cs
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/// <summary> | ||
/// This method will check if an entity id is relevant for this system. It will check against the validateable list |
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text should use two lines
Tank/src/Systems/DamageSystem.cs
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{ | ||
if (component is PlaceableComponent) | ||
{ | ||
Vector2 explosionPosition = new Vector2(collisionEvent.CollisionPosition.X, collisionEvent.CollisionPosition.Y); |
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Line is to long a line break should be added
Tank/src/Systems/PhysicSystem.cs
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Vector2 oldPosition = placeComponent.Position; | ||
placeComponent.Position += objVelocity; | ||
placeComponent.Rotation = (float)Math.Atan2(placeComponent.Position.Y - oldPosition.Y, placeComponent.Position.X - oldPosition.X); |
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Line is to long a line break should be added
Tank/src/Systems/RenderSystem.cs
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{ | ||
continue; | ||
} | ||
spriteBatch.Draw(visibleComponent.Texture, visibleComponent.Destination, visibleComponent.Source, visibleComponent.Color, placeableComponent.Rotation, Vector2.Zero, SpriteEffects.None, 1f); |
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Line is to long a line break should be added
Changed field order
Removed comment line
Adding missing summaries
Adding missing summary blocks
/// <param name="displace">The displace value to use</param> | ||
/// <param name="roughness">The roughness to use</param> | ||
/// <param name="randomizer">The randomizer to use</param> | ||
public MidpointDisplacementGenerator(GraphicsDevice graphicsDevice, float displace, float roughness, IRandomizer randomizer) |
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This line is to long
…classes Feature/rework the entity classes
No description provided.