bring back the shaders on the enemies too to show they got hit.
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d1f7337de4
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2 changed files with 6 additions and 3 deletions
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@ -265,7 +265,7 @@ void System::combat(int attack_id) {
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};
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};
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if(result.player_did > 0) {
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if(result.player_did > 0) {
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spawn_attack(world, attack_id);
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spawn_attack(world, attack_id, enemy.entity);
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}
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}
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if(enemy_action == combat::BattleAction::ATTACK) {
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if(enemy_action == combat::BattleAction::ATTACK) {
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@ -660,7 +660,7 @@ void System::clear_attack() {
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}
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}
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}
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}
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void System::spawn_attack(World& world, int attack_id) {
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void System::spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy) {
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using enum ritual::Element; // for FIRE vs LIGHTNING
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using enum ritual::Element; // for FIRE vs LIGHTNING
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auto& the_belt = world.get_the<ritual::Belt>();
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auto& the_belt = world.get_the<ritual::Belt>();
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@ -677,6 +677,9 @@ void System::spawn_attack(World& world, int attack_id) {
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auto shader = shaders::get(ritual.element == FIRE ? "flame" : "lightning");
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auto shader = shaders::get(ritual.element == FIRE ? "flame" : "lightning");
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world.set<SpriteEffect>(effect_id, {100, shader});
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world.set<SpriteEffect>(effect_id, {100, shader});
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// also add the same effect to the enemy
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world.set<SpriteEffect>(enemy, {50, shader});
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auto anim = animation::load(effect);
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auto anim = animation::load(effect);
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anim.play();
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anim.play();
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world.set<Animation>(effect_id, anim);
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world.set<Animation>(effect_id, anim);
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@ -73,5 +73,5 @@ namespace System {
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}
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}
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void clear_attack();
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void clear_attack();
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void spawn_attack(World& world, int attack_id);
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void spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy);
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}
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}
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