Fixed the way scene updates, but it's still not connecting the ticks to the updates in animation.

This commit is contained in:
Zed A. Shaw 2026-02-20 11:06:14 -05:00
parent 32e9c65331
commit 0c798c9e0d
3 changed files with 4 additions and 13 deletions

View file

@ -1,6 +1,5 @@
#include "scene.hpp"
#include "animate2.hpp"
#include <ranges>
#include "shaders.hpp"
#include <fmt/core.h>
#include "dbc.hpp"
@ -132,6 +131,7 @@ namespace scene {
inline void this_is_stupid_refactor(std::vector<Element>& elements) {
for(auto& element : elements) {
if(element.anim.playing) {
auto [ticks, alpha] = element.anim.commit();
element.anim.update();
element.anim.motion(*element.st.sprite, element.pos, element.scale);
element.anim.apply(*element.st.sprite);
@ -140,7 +140,7 @@ namespace scene {
}
}
void Engine::play_animations() {
void Engine::update() {
this_is_stupid_refactor($fixtures);
this_is_stupid_refactor($actors);
}
@ -187,11 +187,4 @@ namespace scene {
void Engine::reset(sf::RenderTexture& view) {
$camera.reset(view);
}
void Engine::tick() {
for(auto& actor : $actors) {
dbc::log("IDIOT! you need to use the ticks to all update ticks number of times");
auto [ticks, alpha] = actor.anim.commit();
}
}
}