Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.
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21 changed files with 83 additions and 339 deletions
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@ -11,7 +11,7 @@
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#include "textures.hpp"
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#include "systems.hpp"
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#include "shaders.hpp"
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#include "animate2.hpp"
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#include "animation.hpp"
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using namespace fmt;
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using std::make_unique, std::shared_ptr;
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@ -102,7 +102,7 @@ void Raycaster::apply_sprite_effect(shared_ptr<sf::Shader> effect, float width,
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}
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inline void step_animation(DinkyECS::World& world, DinkyECS::Entity entity, sf::Sprite& sprite, sf::Vector2f& position, sf::Vector2f& scale) {
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auto anim = world.get_if<animate2::Animate2>(entity);
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auto anim = world.get_if<animation::Animation>(entity);
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if(anim != nullptr && anim->playing) {
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anim->update();
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