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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83f62e3f45
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21 changed files with 83 additions and 339 deletions
12
systems.cpp
12
systems.cpp
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@ -18,7 +18,7 @@
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#include "inventory.hpp"
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#include "game_level.hpp"
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#include "events.hpp"
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#include "animate2.hpp"
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#include "animation.hpp"
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using std::string;
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using namespace fmt;
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@ -279,7 +279,7 @@ void System::combat(int attack_id) {
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if(enemy_action == "kill_enemy") {
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result.enemy_did = enemy.combat->attack(player_combat);
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animate2::animate_entity(world, enemy.entity);
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animation::animate_entity(world, enemy.entity);
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}
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world.send<game::Event>(game::Event::COMBAT, enemy.entity, result);
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@ -654,13 +654,13 @@ void System::clear_attack() {
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auto world = GameDB::current_world();
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std::vector<Entity> dead_anim;
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world->query<animate2::Animate2, Temporary>([&](auto ent, auto& anim, auto&) {
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world->query<animation::Animation, Temporary>([&](auto ent, auto& anim, auto&) {
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if(!anim.playing) dead_anim.push_back(ent);
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});
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for(auto ent : dead_anim) {
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world->remove<Sprite>(ent);
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world->remove<animate2::Animate2>(ent);
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world->remove<animation::Animation>(ent);
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world->remove<SpriteEffect>(ent);
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remove_from_world(ent);
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}
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@ -686,9 +686,9 @@ void System::spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy) {
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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 = animate2::load("assets/animate2.json", effect);
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auto anim = animation::load("assets/animation.json", effect);
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anim.play();
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world.set<animate2::Animate2>(effect_id, anim);
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world.set<animation::Animation>(effect_id, anim);
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drop_item(effect_id);
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}
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