Making the speed a float number
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@ -22,7 +22,7 @@ struct TransformComponent : public Component {
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position.zero();
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}
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TransformComponent(Vector2D<float> pos, Vector2D<int> dim, int sc, int spd) : position(pos), speed(spd), dimension(dim), scale(sc)
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TransformComponent(Vector2D<float> pos, Vector2D<int> dim, int sc, float spd) : position(pos), speed(spd), dimension(dim), scale(sc)
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{}
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void init() override
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@ -32,7 +32,7 @@ struct TransformComponent : public Component {
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void update() override
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{
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position += (velocity * static_cast<float>(speed));
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position += (velocity * speed);
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entity->draw_priority = static_cast<int>(position.y + static_cast<float>(dimension.y * scale));
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}
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@ -40,7 +40,7 @@ struct TransformComponent : public Component {
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Vector2D<float> position;
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Vector2D<float> velocity;
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int speed {1};
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float speed {1};
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Vector2D<int> dimension {32, 32};
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int scale {1};
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