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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@ -26,6 +26,10 @@ namespace components {
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std::shared_ptr<sf::Shader> effect;
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};
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struct Temporary {
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bool is = true;
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};
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struct Collision {
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bool has = true;
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};
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@ -124,7 +128,8 @@ namespace components {
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float subframe = 0.0f;
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bool looped = false;
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// BUG: this is weirdly not used in most animations but also named wrong should be frame_width
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int frame_width = TEXTURE_WIDTH;
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int frame_width = -1;
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int frame_height = -1;
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void play();
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float twitching();
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