feat(player): player now destroys all objects it creates. Made collision shape smaller
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14e006344e
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@ -28,10 +28,10 @@ Player* MakePlayer() {
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.transform = IdentityTransform,
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.transform = IdentityTransform,
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.rigidbody = NULL,
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.rigidbody = NULL,
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.collisionShape = shape_new((Vector[]){
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.collisionShape = shape_new((Vector[]){
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MakeVector(-0.5, -0.25),
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MakeVector(-0.25, -0.15),
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MakeVector( 0.5, -0.25),
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MakeVector( 0.25, -0.15),
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MakeVector( 0.5, 0.25),
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MakeVector( 0.25, 0.0),
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MakeVector(-0.5, 0.25)
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MakeVector(-0.25, 0.0)
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}, 4),
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}, 4),
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.playerInput = playerinput_new(self, -1),
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.playerInput = playerinput_new(self, -1),
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.moveInput = ZeroVector,
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.moveInput = ZeroVector,
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@ -70,9 +70,17 @@ Player* SpawnPlayer(Vector location) {
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}
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}
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void DestroyPlayer(Player* self) {
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void DestroyPlayer(Player* self) {
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rigidbody_destroy(self->rigidbody);
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shape_destroy(self->collisionShape);
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playerinput_drop(self->playerInput);
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playerinput_drop(self->playerInput);
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animation_sprite_destroy(self->idle);
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animation_sprite_destroy(self->idle);
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animation_sprite_destroy(self->walk);
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animation_sprite_destroy(self->walk);
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animation_sprite_destroy(self->jab_a);
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animation_sprite_destroy(self->jab_b);
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sprite_destroy(self->sprite);
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state_machine_destroy(self->animationStateMachine);
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state_machine_destroy(self->animationStateMachine);
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}
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}
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@ -97,6 +105,7 @@ void PlayerUpdate(Player* self, float deltaTime) {
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void PlayerDraw(Player* self) {
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void PlayerDraw(Player* self) {
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animation_sprite_draw(self->currentAnimation, &self->transform);
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animation_sprite_draw(self->currentAnimation, &self->transform);
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shape_draw(self->collisionShape, self->transform);
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}
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}
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Transform* PlayerGetTransform(Player* self) {
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Transform* PlayerGetTransform(Player* self) {
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