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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15 changed files with 109 additions and 56 deletions
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@ -12,21 +12,6 @@
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{"_type": "LightSource", "strength": 35, "radius": 2.0}
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]
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},
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"FLAME_BLOB": {
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"components": [
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{"_type": "Tile", "display": 10899,
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"foreground": "enemies/fg:gold_savior",
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"background": "color:transparent"
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},
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{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 1, "dead": false},
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{"_type": "Collision", "has": true},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Sprite", "name": "burning_effect", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "fireball_01", "death": "fireball_01"}
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]
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},
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"GOLD_SAVIOR": {
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"components": [
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{"_type": "Tile", "display": 42586,
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