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#include "rendering.h"
#include "game.h"
#include "components/animatable.h"
#include "components/transformable.h"
void RenderingSystem::tick(double)
{
texture_.fill(texture_.entirety(), 0, 0, 0);
std::set<id_type> spriteEntities =
game_.getEntityManager().getEntitiesWithComponents<
AnimatableComponent,
TransformableComponent>();
for (id_type entity : spriteEntities)
{
auto& sprite = game_.getEntityManager().
getComponent<AnimatableComponent>(entity);
auto& transform = game_.getEntityManager().
getComponent<TransformableComponent>(entity);
Rectangle dstrect {
static_cast<int>(transform.getX()),
static_cast<int>(transform.getY()),
transform.getW(),
transform.getH()};
const AnimationSet& aset = sprite.getAnimationSet();
texture_.blit(
aset.getTexture(),
aset.getFrameRect(sprite.getFrame()),
dstrect);
}
texture_.renderScreen();
}
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