Make rendering dependant on smaller side only
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@@ -37,7 +37,7 @@ public:
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jumping = true;
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}
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virtual void move(int ticks) {
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auto dimensions = renderer->getDimensions();
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auto dimension = renderer->getSmallerSide();
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auto time_portion = (static_cast<double>(ticks)/1000);
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auto addx = static_cast<double>(movementSpeed * movementDirection.first)*time_portion;
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auto addy = static_cast<double>(movementSpeed * movementDirection.second)*time_portion;
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@@ -52,8 +52,8 @@ public:
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jump_ = 0;
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y_ += grav * time_portion;
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y_ -= jump_ * time_portion;
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rect.x = x_ * dimensions.first;
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rect.y = y_ * dimensions.second;
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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for( auto &x : collisions ) {
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x->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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}
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