refactor
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@@ -36,18 +36,21 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
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Level* level = levelPtr.get();
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auto& settings = engine->getSettings();
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auto assets = engine->getAssets();
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auto& assets = *engine->getAssets();
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auto menu = engine->getGUI()->getMenu();
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menu->reset();
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controller = std::make_unique<LevelController>(engine, std::move(levelPtr));
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frontend = std::make_unique<LevelFrontend>(controller->getPlayer(), controller.get(), assets);
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worldRenderer = std::make_unique<WorldRenderer>(engine, frontend.get(), controller->getPlayer());
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hud = std::make_unique<Hud>(engine, frontend.get(), controller->getPlayer());
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frontend = std::make_unique<LevelFrontend>(
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controller->getPlayer(), controller.get(), assets
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);
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worldRenderer = std::make_unique<WorldRenderer>(
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engine, *frontend, controller->getPlayer()
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);
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hud = std::make_unique<Hud>(engine, *frontend, controller->getPlayer());
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decorator = std::make_unique<Decorator>(
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*controller, *worldRenderer->particles, *assets
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*controller, *worldRenderer->particles, assets
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);
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keepAlive(settings.graphics.backlight.observe([=](bool) {
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@@ -63,7 +66,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
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}));
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animator = std::make_unique<TextureAnimator>();
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animator->addAnimations(assets->getAnimations());
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animator->addAnimations(assets.getAnimations());
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initializeContent();
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}
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