Times in SFML are now Uint32 milliseconds instead of float seconds
Added the sf::Uint64 and sf::Int64 types
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83 changed files with 250 additions and 262 deletions
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@ -214,10 +214,10 @@ test.Create(800, 600);
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globalShader.Update(mouseX, mouseY);
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// Animate the entity
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float entityX = (cos(clock.GetElapsedTime() * 1.3f) + 1.2f) * 300;
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float entityY = (cos(clock.GetElapsedTime() * 0.8f) + 1.2f) * 200;
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float entityX = (cos(clock.GetElapsedTime() * 0.0013f) + 1.2f) * 300;
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float entityY = (cos(clock.GetElapsedTime() * 0.0008f) + 1.2f) * 200;
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entity.SetPosition(entityX, entityY);
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entity.Rotate(window.GetFrameTime() * 100);
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entity.Rotate(window.GetFrameTime() * 0.1f);
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// Draw the background and the moving entity to the render image
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image.Clear();
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