void World::Update(float dt) {
for (Entity &e : entities) {
- e.Update(dt, gravity, terminal);
- e.onGround = false;
+ if (e.onGround) {
+ e.Update(dt, Vector<float>(), terminal);
+ e.onGround = false;
+ } else {
+ e.Update(dt, gravity, terminal);
+ }
BoundsCollision(e, dt);
TileCollision(e, dt);
}
-const AABB &World::TileShapeAt(Vector<int> pos) const {
- tileShape = AABB(pos, Vector<float>(1, 1));
- return tileShape;
-}
-
-
Entity &World::AddEntity(const Entity &e) {
entities.emplace_back(e);
return entities.back();