FINALLY fixed not linking properly
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@@ -1,38 +0,0 @@
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#include "Level.hpp"
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Level::Level(Level* levelName, char* spritesheetPath, C3D_RenderTarget* top, C3D_RenderTarget* bottom) : level(levelName), top(top), bottom(bottom) {
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this->spritesheet = C2D_SpriteSheetLoad(spritesheetPath);
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size_t numImages = C2D_SpriteSheetCount(spritesheet);
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for (size_t i = 0; i < numImages; i++) {
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Sprite* thisSprite = &sprites[i];
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float x = SCREEN_WIDTH / 2;
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float y = SCREEN_HEIGHT / 2;
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C2D_SpriteFromSheet(&thisSprite->spr, spritesheet, i);
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C2D_SpriteSetCenter(&thisSprite->spr, 0.5f, 0.5f);
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thisSprite->setPosition(x, y);
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}
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}
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void Level::run() {
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if (!hasBeenSetup) {
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level->setup();
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this->hasBeenSetup = true;
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}
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level->update();
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C2D_TargetClear(top, C3D_CLEAR_COLOR);
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C2D_SceneBegin(top);
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level->drawTop();
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C2D_TargetClear(bottom, C3D_CLEAR_COLOR);
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C2D_SceneBegin(bottom);
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level->drawBottom();
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C3D_FrameEnd(0);
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}
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void Level::cleanup() {
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C2D_SpriteSheetFree(spritesheet);
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}
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@@ -1,75 +0,0 @@
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/*
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Level.hpp
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Bakery2D
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Created by breadone
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*/
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#pragma once
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#ifndef LEVEL_HPP
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#define LEVEL_HPP
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// #include <citro2d.h>
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#include "Sprite.hpp"
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#define SCREEN_WIDTH 400
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#define SCREEN_HEIGHT 240
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#define MAX_SPRITES 768
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/**
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The Level class, the backdrops for your game, and the gateway to how they are controlled.
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Example:
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```cpp
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struct mainLevel: Level {
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mainLevel(): Level(this, "romfs:/gfx/mainlevel/sprites.t3x");
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int score = 0;
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bool gameOver = false;
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void setup() {
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// set background sprite to correct location and scale
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sprites[0].setPosition(200, 120);
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C2D_SpriteSetScale(&sprites[SPR_BG].spr, 2.7778, 2.7907); // scale image to 400x240 (3ds screen res)
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}
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void update() {
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sprites[1].move(0, -0.4); // move bird down
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sprites[2].move(-1, 0); // move pipe left
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// other game logic goes here...
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}
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void drawTop() {
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sprites[0].draw(); // draw background
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sprites[1].draw(); // draw bird
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sprites[2].draw(); // draw pipe
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}
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void drawBottom() {
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sprites[3].draw(); // draw scorecard
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}
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};
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```
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*/
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class Level {
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public:
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Sprite sprites[MAX_SPRITES];
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C2D_SpriteSheet spritesheet;
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C3D_RenderTarget* top;
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C3D_RenderTarget* bottom;
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Level* level;
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bool hasBeenSetup = false;
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virtual void setup() = 0;
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virtual void update() = 0;
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virtual void drawTop() = 0;
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virtual void drawBottom() = 0;
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Level(Level* levelName, char* spritesheetPath, C3D_RenderTarget* top, C3D_RenderTarget* bottom);
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// sets up the level if it hasnt been, then updates the logic, and draws the frame
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void run();
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virtual void cleanup() = 0;
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};
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#endif
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@@ -1,106 +0,0 @@
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#include "Sprite.hpp"
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Sprite::Sprite() {
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// C2D_SpriteSetCenter(&this->spr, 0.5f, 0.5f);
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// C2D_SpriteSetPos(&this->spr, 400/2, 240/2);
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this->x = 200; this->y = 120;
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}
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Sprite::Sprite(C2D_Sprite* spr, float x, float y) {
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this->x = x; this->y = y; this->spr = *spr;
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C2D_SpriteSetCenter(&this->spr, 0.5f, 0.5f);
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C2D_SpriteSetPos(&this->spr, x, y);
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}
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void Sprite::setPosition(float x, float y) {
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this->x = x;
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this->y = y;
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C2D_SpriteSetPos(&this->spr, x, y);
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}
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void Sprite::move(float dx, float dy, bool overrideOOB) {
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if (!overrideOOB) {
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// make sure translate doesnt move to OOB
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const float newX = this->x + dx;
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const float newY = this->y + dy;
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if (!((unsigned)(newX-1) <= 398 && (unsigned)(newY-1) <= 238)) {
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return;
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}
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}
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this->x += dx;
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this->y += dy;
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C2D_SpriteSetPos(&this->spr, this->x, this->y);
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}
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void Sprite::setCenter(float x, float y) {
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this->center[0] = x; this->center[1] = y;
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C2D_SpriteSetCenter(&this->spr, x, y);
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}
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void Sprite::setHitbox(float w, float h) {
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this->width = w; this->height = h;
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}
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bool Sprite::isCollidingWith(Sprite &other) {
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// hitbox not set
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if (this->width == 0 && this->height == 0) return false;
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const float thisHalfWidth = this->width/2;
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const float otherHalfWidth = other.width/2;
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const float thisHalfHeight = this->height/2;
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const float otherHalfHeight = other.height/2;
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// check x collision
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if (this->x + thisHalfWidth >= other.x - otherHalfWidth ||
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this->x - thisHalfWidth <= other.x + otherHalfWidth
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) {
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return true;
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}
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// check y collision
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if (this->y + thisHalfHeight >= other.y - otherHalfHeight ||
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this->y - thisHalfHeight <= other.y + otherHalfHeight
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) {
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return true;
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}
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return false;
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}
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float* Sprite::getCenter() {
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return this->center;
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}
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void Sprite::draw() {
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C2D_DrawSprite(&this->spr);
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}
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float Sprite::getPosX() {
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return this->x;
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}
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float Sprite::getPosY() {
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return this->y;
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}
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C2D_Sprite* Sprite::getSpr() {
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return &this->spr;
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}
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void Sprite::setSpr(C2D_Sprite* newSpr) {
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this->spr = *newSpr;
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}
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void Sprite::copy(Sprite* other) {
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memcpy(&other->x, &this->x, sizeof(this->x));
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memcpy(&other->y, &this->y, sizeof(this->y));
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memcpy(&other->width, &this->width, sizeof(this->width));
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memcpy(&other->height, &this->height, sizeof(this->height));
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memcpy(other->center, this->center, sizeof(this->center));
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memcpy(&other->spr, &this->spr, sizeof(this->spr));
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}
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@@ -1,46 +0,0 @@
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#pragma once
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#ifndef SPRITE_H
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#define SPRITE_H
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#include <citro2d.h>
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class Sprite {
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public:
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Sprite();
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Sprite(C2D_Sprite* spr, float x, float y);
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void setPosition(float x, float y);
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void move(float dx, float dy, bool overrideOOB=false);
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void setCenter(float x, float y);
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void setHitbox(float width, float height);
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bool isCollidingWith(Sprite &other);
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void draw();
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float getPosX();
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float getPosY();
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float* getCenter();
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C2D_Sprite* getSpr();
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void setSpr(C2D_Sprite* newSpr);
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void copy(Sprite* other);
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C2D_Sprite spr;
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private:
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float x, y;
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float width, height; // for hitbox
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float center[2];
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};
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#endif
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