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.
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15 changed files with 356 additions and 423 deletions
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@ -141,44 +141,6 @@ namespace components {
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std::string death;
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};
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struct Animation {
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float min_x = 1.0f;
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float min_y = 1.0f;
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float max_x = 1.0f;
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float max_y = 1.0f;
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bool simple = true;
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int frames = 1;
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float speed = 0.3f;
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ease::Style easing = ease::IN_OUT_BACK;
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ease::Motion motion = ease::RUSH;
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float ease_rate = 0.5f;
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bool scaled = false;
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bool stationary = false;
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bool toggled = false;
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bool looped = false;
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bool flipped = false;
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std::function<void()> end_cb = nullptr;
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int current = 0;
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bool playing = false;
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float subframe = 0.0f;
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// BUG: this is weirdly not used in most animations but also named wrong should be frame_width
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int frame_width = -1;
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int frame_height = -1;
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bool apply(sf::Sprite& target, sf::Vector2f pos);
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bool apply(sf::View& view_out, sf::Vector2f pos, sf::Vector2f size);
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bool apply(sf::Transformable& target, sf::Vector2f pos);
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void lerp(sf::Vector2f& scale_out, sf::Vector2f& pos_out);
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void tween(sf::Vector2f& scale_out, sf::Vector2f& pos_out);
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void next_frame();
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void play();
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float twitching();
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void step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out);
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};
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struct Player {
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DinkyECS::Entity entity;
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};
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@ -201,10 +163,6 @@ namespace components {
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ENROLL_COMPONENT(Combat, hp, max_hp, ap_delta, max_ap, damage, dead);
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ENROLL_COMPONENT(Device, config, events);
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ENROLL_COMPONENT(Storyboard, image, audio, layout, beats);
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ENROLL_COMPONENT(Animation, min_x, min_y,
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max_x, max_y, simple, frames,
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speed, easing, motion, ease_rate,
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scaled, stationary, toggled, looped, flipped);
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ENROLL_COMPONENT(Sound, attack, death);
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ENROLL_COMPONENT(Collision, has);
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