Moved Renderable and Character into Renderable/
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "character.hpp"
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void Character::CorrectSprite() {
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//NOTE: These must correspond to the sprite sheet in use
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if (motion.y > 0) {
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sprite.SetYIndex(0);
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}
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else if (motion.y < 0) {
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sprite.SetYIndex(1);
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}
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else if (motion.x > 0) {
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sprite.SetYIndex(3);
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}
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else if (motion.x < 0) {
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sprite.SetYIndex(2);
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}
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//animation
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if (motion != 0) {
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sprite.SetDelay(0.1);
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}
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else {
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sprite.SetDelay(0);
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sprite.SetXIndex(0);
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}
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}
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@@ -0,0 +1,69 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef CHARACTER_HPP_
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#define CHARACTER_HPP_
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//components
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#include "character_defines.hpp"
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#include "renderable.hpp"
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#include "statistics.hpp"
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//std namespace
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#include <string>
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#include <cmath>
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class Character : public Renderable {
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public:
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Character() = default;
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~Character() = default;
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//graphics
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void CorrectSprite();
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//gameplay
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Statistics* GetStats() { return &stats; }
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//metadata
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int SetOwner(int i) { return owner = i; }
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int GetOwner() { return owner; }
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std::string SetHandle(std::string s) { return handle = s; }
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std::string GetHandle() const { return handle; }
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std::string SetAvatar(std::string s) { return avatar = s; }
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std::string GetAvatar() const { return avatar; }
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private:
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//base statistics
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Statistics stats;
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//gameplay components: equipment, items, buffs, debuffs...
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//metadata
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int owner;
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std::string handle;
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std::string avatar;
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};
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//tmp
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#include <map>
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typedef std::map<int, Character> CharacterMap;
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#endif
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@@ -0,0 +1,37 @@
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#config
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INCLUDES+=. .. ../../common/gameplay ../../common/graphics ../../common/map ../../common/network ../../common/network/packet_types ../../common/ui ../../common/utilities
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LIBS+=
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CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
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#source
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CXXSRC=$(wildcard *.cpp)
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#objects
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OBJDIR=obj
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OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
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#output
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OUTDIR=..
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OUT=$(addprefix $(OUTDIR)/,client.a)
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#targets
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all: $(OBJ) $(OUT)
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ar -crs $(OUT) $(OBJ)
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$(OBJ): | $(OBJDIR)
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$(OUT): | $(OUTDIR)
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$(OBJDIR):
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mkdir $(OBJDIR)
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$(OUTDIR):
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mkdir $(OUTDIR)
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$(OBJDIR)/%.o: %.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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clean:
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$(RM) *.o *.a *.exe
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rebuild: clean all
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@@ -0,0 +1,31 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "renderable.hpp"
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void Renderable::Update() {
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origin += motion;
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sprite.Update(0.016);
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}
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void Renderable::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
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}
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@@ -0,0 +1,56 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
|
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* arising from the use of this software.
|
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*
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* Permission is granted to anyone to use this software for any purpose,
|
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* including commercial applications, and to alter it and redistribute it
|
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* freely, subject to the following restrictions:
|
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*
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* 1. The origin of this software must not be misrepresented; you must not
|
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* claim that you wrote the original software. If you use this software
|
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* in a product, an acknowledgment in the product documentation would be
|
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef RENDERABLE_HPP_
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#define RENDERABLE_HPP_
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#include "bounding_box.hpp"
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#include "sprite_sheet.hpp"
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#include "vector2.hpp"
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class Renderable {
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public:
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Renderable() = default;
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virtual ~Renderable() = default;
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virtual void Update();
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virtual void DrawTo(SDL_Surface* const, int camX, int camY);
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SpriteSheet* GetSprite() { return &sprite; }
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//position
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Vector2 SetOrigin(Vector2 v) { return origin = v; }
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Vector2 GetOrigin() const { return origin; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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Vector2 GetMotion() const { return motion; }
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//collision
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BoundingBox SetBounds(BoundingBox b) { return bounds = b; }
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BoundingBox GetBounds() { return bounds; }
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protected: //TODO: should be private
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SpriteSheet sprite;
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Vector2 origin = {0, 0};
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Vector2 motion = {0, 0};
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BoundingBox bounds;
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};
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#endif
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