Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it.
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@ -4,14 +4,14 @@
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#include "easings.hpp"
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#include "dinkyecs.hpp"
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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namespace animation {
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struct AnimationManager {
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std::unordered_map<std::string, components::Animation> animations;
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};
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bool apply(components::Animation& anim, textures::SpriteTexture& target);
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bool apply(components::Animation& anim, sf::Sprite& target);
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void rotate(sf::Sprite& target, float degrees);
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void center(sf::Sprite& target, sf::Vector2f pos);
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