Fixing the 1 frame bug
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5db7b6a448
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@ -100,8 +100,8 @@ void TileMap::LoadTileMap(const string &path)
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// Erase lasts entities and load news if there are some
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std::size_t numberOfEntity {Game::entityManager.getNumberOfEntity()};
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for(std::size_t i {1}; i < numberOfEntity; i++) Game::entityManager.erase(i);
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for(std::size_t i {1}; i < numberOfEntity; i++) Game::entityManager.destroy(i);
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Game::entityManager.refresh();
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if(mapData->contains("Entities"))
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{
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@ -118,7 +118,7 @@ void TileMap::LoadTileMap(const string &path)
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pos = pos * TILE_SIZE * TILEMAP_SCALE;
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e.addComponent<TransformComponent>(pos, dim, component->at("Scale").get<int>(), component->at("Speed").get<int>());
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e.addComponent<TransformComponent>(pos, dim, component->at("Scale").get<int>(), component->at("Speed").get<float>());
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}
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else if(component->at("Type").get<string>() == "SpriteComponent")
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{
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@ -160,8 +160,10 @@ void TileMap::LoadTileMap(const string &path)
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}
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}
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}
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Game::entityManager.update();
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// Texture renderer creating
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if(Game::textureRenderer != NULL) SDL_DestroyTexture(Game::textureRenderer);
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Game::textureRenderer = SDL_CreateTexture(Game::renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, worldWidth, worldHeight);
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if(Game::textureRenderer == NULL)
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{
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