#include "rendering.h" #include "entity_manager.h" #include "components/sprite_renderable.h" #include "components/transformable.h" void RenderingSystem::tick(EntityManager& manager, float dt) { texture.fill(texture.entirety(), 0, 0, 0); std::set spriteEntities = manager.getEntitiesWithComponents(); for (int entity : spriteEntities) { auto& sprite = manager.getComponent(entity); auto& transform = manager.getComponent(entity); Rectangle dstrect {(int) transform.getX(), (int) transform.getY(), transform.getW(), transform.getH()}; texture.blit(sprite.getTexture(), sprite.getFrameRect(), dstrect); } texture.renderScreen(); }