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.

This commit is contained in:
Zed A. Shaw 2025-09-12 11:56:11 -04:00
parent 8384b11993
commit ad3e580495
15 changed files with 109 additions and 56 deletions

View file

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