Mario: use object alignment
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+3
-8
@@ -93,15 +93,10 @@ void pollEvents( SDLPP::Scene &scene ) {
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scene.updateSizeAndPosition();
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if ( leftStop ) {
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auto rendDimsInt = renderer->getDimensions();
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std::cout << "RENDER DIMENSIONS: " << rendDimsInt.getX()
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<< ", " << rendDimsInt.getY() << std::endl;
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auto rendDims = renderer->getDoubleDimensions();
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std::cout << "RENDER DIMENSIONS: " << rendDims.getX()
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<< ", " << rendDims.getY() << std::endl;
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auto left = rendDims.getX() < 2.0
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? -( rendDims.getX() - 1 ) / 2.0 - 0.1
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: -0.5;
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std::cout << left << std::endl;
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leftStop->setPos( left, 0 );
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}
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auto dimensions = renderer->getDoubleDimensions();
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@@ -193,7 +188,7 @@ int main() {
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MARIO_OVERWORLD_STANDING_SRC );
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mario->setAnimationFrames( MARIO_OVERWORLD_WALK_ANIM );
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mario->setId( 2 );
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mario->centerX();
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mario->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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mario->setAnimationSpeed( 12.5 );
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mario->pauseAnimation();
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mario->setMovement( 0, 0 );
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@@ -210,7 +205,7 @@ int main() {
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auto defeat =
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std::make_shared< SDLPP::RectangleRender >( 0, 1.01, 0, 0, renderer );
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defeat->setId( DEATH_ID );
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defeat->centerX();
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defeat->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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defeat->setPermanent();
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auto defeatCol = SDLPP::RectColider( -1, 0, -1, -1 );
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defeatCol.setInfinite();
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@@ -221,7 +216,7 @@ int main() {
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leftStop = std::make_shared< SDLPP::RectangleRender >( -0.1, 0, 0.11, 0,
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renderer );
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leftStop->setId( STOP_MOVEMENT );
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leftStop->centerX();
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leftStop->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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leftStop->setPermanent();
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auto leftStopCol = SDLPP::RectColider( 0, -1, 1, -1 );
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leftStopCol.setInfinite();
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