BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions.
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9 changed files with 35 additions and 10 deletions
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@ -12,6 +12,7 @@ namespace components {
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}
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void configure(ComponentMap& component_map) {
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components::enroll<BossFight>(component_map);
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components::enroll<Combat>(component_map);
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components::enroll<Loot>(component_map);
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components::enroll<Position>(component_map);
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@ -36,6 +37,8 @@ namespace components {
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float Animation::twitching() {
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switch(easing) {
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case ease::NONE:
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return 0.0;
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case ease::SINE:
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return ease::sine(float(frames) / subframe * ease_rate);
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case ease::OUT_CIRC:
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