#include "TileComponent.h" #include #include "Entity.h" #include "TransformComponent.h" #include "SpriteComponent.h" #include "TileComponent.h" #include "TextureEnumBase.h" TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map>* textureDict) { this->tileRect.x = x; this->tileRect.y = y; this->tileRect.w = w; this->tileRect.h = h; tileID = id; auto it = textureDict->find(tileID); //every id has its own distinct texture (in texturedict.h) if (it == textureDict->end()) { std::cout << "it end" << std::endl; return; } this->collision = it->second.second; this->texture = it->second.first; } void TileComponent::init() { this->entity->addComponent(this->tileRect.x, this->tileRect.y, this->tileRect.w, this->tileRect.h, 1); this->transform = &entity->getComponent(); this->entity->addComponent(this->texture); this->sprite = &entity->getComponent(); }