Don't re-run the whole next level thing on every spawned item. Closes #48

This commit is contained in:
Zed A. Shaw 2025-06-30 10:38:53 -04:00
parent b28b76ee2d
commit a418b48e94
2 changed files with 5 additions and 7 deletions

View file

@ -417,7 +417,6 @@ void Raycaster::draw(sf::RenderTarget& target) {
}
void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
// fmt::println("entity UPDATE SPRITE {} will have sprite named {}", ent, sprite.name);
auto sprite_txt = textures::get(sprite.name);
$sprites.insert_or_assign(ent, sprite_txt);
}
@ -433,9 +432,7 @@ void Raycaster::update_level(GameLevel level) {
$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
// player doesn't need a sprite
if($level.player == ent) return;
// fmt::println("entity {} will have sprite named {}", ent, sprite.name);
auto sprite_txt = textures::get(sprite.name);
$sprites.insert_or_assign(ent, sprite_txt);
update_sprite(ent, sprite);
});
}