Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.

This commit is contained in:
Zed A. Shaw 2026-02-24 11:36:57 -05:00
parent 83f62e3f45
commit 81a282d544
21 changed files with 83 additions and 339 deletions

View file

@ -11,7 +11,7 @@
#include "textures.hpp"
#include "systems.hpp"
#include "shaders.hpp"
#include "animate2.hpp"
#include "animation.hpp"
using namespace fmt;
using std::make_unique, std::shared_ptr;
@ -102,7 +102,7 @@ void Raycaster::apply_sprite_effect(shared_ptr<sf::Shader> effect, float width,
}
inline void step_animation(DinkyECS::World& world, DinkyECS::Entity entity, sf::Sprite& sprite, sf::Vector2f& position, sf::Vector2f& scale) {
auto anim = world.get_if<animate2::Animate2>(entity);
auto anim = world.get_if<animation::Animation>(entity);
if(anim != nullptr && anim->playing) {
anim->update();