Now the Animation system is no more. Next is cleaning up the quick hacks I needed to finally get rid of it, like animate2::has.

This commit is contained in:
Zed A. Shaw 2026-02-23 23:41:14 -05:00
parent b504afef2a
commit 89ca204f3d
15 changed files with 356 additions and 423 deletions

View file

@ -1,22 +0,0 @@
#pragma once
#include "components.hpp"
#include "easings.hpp"
#include "dinkyecs.hpp"
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Sprite.hpp>
namespace animation {
struct AnimationManager {
std::unordered_map<std::string, components::Animation> animations;
};
void rotate(sf::Sprite& target, float degrees);
void center(sf::Sprite& target, sf::Vector2f pos);
void init();
components::Animation load(const std::string& name, const std::string& state="");
bool has(const std::string& name);
void configure(DinkyECS::World& world, DinkyECS::Entity entity);
void step_animation(DinkyECS::World& world, DinkyECS::Entity entity, sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out);
void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity);
}