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An 2D graphic framework using OpenGL and C++
in particle system
particle system creates one less particle
check if pointer is null.
Objects that uses texture must be rendered as blank texture or invalid texture(check pattern with pink and black colors) to let user know that texture isn't working.
must delete sprite actions remaining on the list.
see desturctor in SpriteActionSchedule.cpp
ParticleSystem sometimes seems to be lagged on spawning new particles.
And also may self destruct if it can
If all textures are going to be in one folder, then make default path for texture.
separate from init
size always remains 0
Since this project only has 1 sprite animation,
I hard coded the path of texture.
Need to change to accept a path by name
somewhere, I believe, glew is included after gl but don't know where it is
sprite action schedule class receives a list of sprite actions, as a vector, then cast to derived action class and clone it, which seems unnecessary.
Since spriteActionSchedule class only maintains the pointers of action and deletes on termination, there is no reason to waste time by making action objects static in GameManager and cast to pointer.
makes more sense
Need to fix JumpBy action's position movement calculation due to finishing action with sprite's position off by a little, which ends up sprite in wrong position after some jump actions
need to release shader objects
Sprite animation class contains multiple texture objects to render each frame of animation.
We can group up and pack each texture into one sprite sheet and swap UV or use divide UV attribute.
Some actions are made for specific classes.
For instance, ProgressFromTo action is made for ProgressObject, not Text or Sprite.
However since all action inherited by same base class, there is issue where some objects having wrong type of actions, for example, Sprite can have ProgressFromTo but there's nothing to update about it.
For now, I'm just gonna kill action on start if target isn't right.
Maybe, I will use enum to tell which type of action is object trying to use, but I'm not big fan of enum in c++ like Java.
Or I can discard all actions that is not right to use, but if I don't use enum, I have to down cast and it's expensive task to check multiple actions through out game.
It will be best practice me to use correct action to correct object but yeah...
Layer and Scene can't run actions because they inherit Object not RenderableObject.
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