Made the components module work like textures and sound so that there's just one constant map of components.
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ab391aaa97
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10 changed files with 42 additions and 41 deletions
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@ -11,7 +11,6 @@ using std::shared_ptr, std::make_shared;
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using namespace components;
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LevelManager::LevelManager() {
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components::configure($components);
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create_level();
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}
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@ -47,7 +46,7 @@ shared_ptr<gui::BossFightUI> LevelManager::create_bossfight(shared_ptr<DinkyECS:
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auto& boss_data = config.bosses[level_name];
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auto boss_id = world->entity();
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components::configure_entity($components, *world, boss_id, boss_data["components"]);
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components::configure_entity(*world, boss_id, boss_data["components"]);
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return make_shared<gui::BossFightUI>(world, boss_id);
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}
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@ -59,7 +58,7 @@ DinkyECS::Entity LevelManager::spawn_enemy(std::string named) {
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auto &config = level.world->get_the<GameConfig>();
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auto entity_data = config.enemies[named];
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WorldBuilder builder(*level.map, $components);
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WorldBuilder builder(*level.map);
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auto entity_id = builder.configure_entity_in_room(*level.world, entity_data, 0);
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@ -87,7 +86,7 @@ size_t LevelManager::create_level(shared_ptr<DinkyECS::World> prev_world) {
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auto scaling = scale_level();
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auto map = make_shared<Map>(scaling.map_width, scaling.map_height);
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WorldBuilder builder(*map, $components);
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WorldBuilder builder(*map);
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builder.generate(*world);
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size_t index = $levels.size();
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