23 if(
object.has<MovementComponent>()) {
26 if(movement.movements.size() != 0 && movement.movements.top()) {
30 movement.isBlocked.x =
false;
31 movement.isBlocked.y =
false;
34 if(
object.has<CollisionComponent>()) {
38 if(
object.has<MovementComponent>()) {
41 movement.
isMoving = movement.v.x || movement.v.y;
std::unique_ptr< Movement > & top()
void update(SceneObject &object) override