Don't re-run the whole next level thing on every spawned item. Closes #48
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b28b76ee2d
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a418b48e94
2 changed files with 5 additions and 7 deletions
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@ -446,11 +446,12 @@ namespace gui {
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case eGUI::COMBAT_START:
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case eGUI::COMBAT_START:
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event(Event::START_COMBAT);
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event(Event::START_COMBAT);
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break;
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break;
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case eGUI::ENTITY_SPAWN:
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case eGUI::ENTITY_SPAWN: {
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$main_ui.$rayview.update_level($level);
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auto& sprite = world.get<components::Sprite>(entity);
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$main_ui.$rayview.update_sprite(entity, sprite);
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$main_ui.dirty();
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$main_ui.dirty();
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run_systems();
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run_systems();
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break;
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} break;
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case eGUI::NO_NEIGHBORS:
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case eGUI::NO_NEIGHBORS:
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event(Event::STOP_COMBAT);
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event(Event::STOP_COMBAT);
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break;
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break;
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@ -417,7 +417,6 @@ void Raycaster::draw(sf::RenderTarget& target) {
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}
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}
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void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
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void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
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// fmt::println("entity UPDATE SPRITE {} will have sprite named {}", ent, sprite.name);
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auto sprite_txt = textures::get(sprite.name);
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auto sprite_txt = textures::get(sprite.name);
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$sprites.insert_or_assign(ent, sprite_txt);
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$sprites.insert_or_assign(ent, sprite_txt);
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}
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}
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@ -433,9 +432,7 @@ void Raycaster::update_level(GameLevel level) {
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$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
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$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
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// player doesn't need a sprite
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// player doesn't need a sprite
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if($level.player == ent) return;
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if($level.player == ent) return;
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// fmt::println("entity {} will have sprite named {}", ent, sprite.name);
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update_sprite(ent, sprite);
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auto sprite_txt = textures::get(sprite.name);
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$sprites.insert_or_assign(ent, sprite_txt);
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});
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});
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}
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}
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