feat(player): player now destroys all objects it creates. Made collision shape smaller
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				|  | @ -28,10 +28,10 @@ Player* MakePlayer() { | ||||||
|         .transform = IdentityTransform, |         .transform = IdentityTransform, | ||||||
|         .rigidbody = NULL, |         .rigidbody = NULL, | ||||||
|         .collisionShape = shape_new((Vector[]){ |         .collisionShape = shape_new((Vector[]){ | ||||||
|             MakeVector(-0.5, -0.25), |             MakeVector(-0.25, -0.15), | ||||||
|             MakeVector( 0.5, -0.25), |             MakeVector( 0.25, -0.15), | ||||||
|             MakeVector( 0.5,  0.25), |             MakeVector( 0.25,  0.0), | ||||||
|             MakeVector(-0.5,  0.25) |             MakeVector(-0.25,  0.0) | ||||||
|         }, 4), |         }, 4), | ||||||
|         .playerInput = playerinput_new(self, -1), |         .playerInput = playerinput_new(self, -1), | ||||||
|         .moveInput = ZeroVector, |         .moveInput = ZeroVector, | ||||||
|  | @ -70,9 +70,17 @@ Player* SpawnPlayer(Vector location) { | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void DestroyPlayer(Player* self) { | void DestroyPlayer(Player* self) { | ||||||
|  |     rigidbody_destroy(self->rigidbody); | ||||||
|  |     shape_destroy(self->collisionShape); | ||||||
|  |      | ||||||
|     playerinput_drop(self->playerInput); |     playerinput_drop(self->playerInput); | ||||||
|  |      | ||||||
|     animation_sprite_destroy(self->idle); |     animation_sprite_destroy(self->idle); | ||||||
|     animation_sprite_destroy(self->walk); |     animation_sprite_destroy(self->walk); | ||||||
|  |     animation_sprite_destroy(self->jab_a); | ||||||
|  |     animation_sprite_destroy(self->jab_b); | ||||||
|  |     sprite_destroy(self->sprite); | ||||||
|  |      | ||||||
|     state_machine_destroy(self->animationStateMachine); |     state_machine_destroy(self->animationStateMachine); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | @ -97,6 +105,7 @@ void PlayerUpdate(Player* self, float deltaTime) { | ||||||
| 
 | 
 | ||||||
| void PlayerDraw(Player* self) { | void PlayerDraw(Player* self) { | ||||||
|     animation_sprite_draw(self->currentAnimation, &self->transform); |     animation_sprite_draw(self->currentAnimation, &self->transform); | ||||||
|  |     shape_draw(self->collisionShape, self->transform); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| Transform* PlayerGetTransform(Player* self) { | Transform* PlayerGetTransform(Player* self) { | ||||||
|  |  | ||||||
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