Animated scenes can easily make floors that do things, floors with moving elements, but I need to improve the easing/motion parts of the animations.
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4 changed files with 23 additions and 21 deletions
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@ -197,14 +197,14 @@
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},
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},
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"test_floor": {
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"test_floor": {
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"_type": "Animation",
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"_type": "Animation",
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"easing": 0,
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"easing": 2,
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"ease_rate": 0.5,
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"ease_rate": 0.5,
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"scale_x": 1.0,
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"scale_x": 1.0,
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"scale_y": 1.0,
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"scale_y": 1.0,
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"max_scale": 0.4,
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"max_scale": 1.01,
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"simple": true,
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"simple": true,
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"frames": 1,
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"frames": 1,
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"speed": 1.0,
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"speed": 0.01,
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"stationary": true,
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"stationary": true,
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"toggled": false,
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"toggled": false,
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"looped": false
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"looped": false
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@ -11,8 +11,6 @@
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"[floor4|player5|player6|player7|player8|_]"
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"[floor4|player5|player6|player7|player8|_]"
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],
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],
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"background": "test_background",
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"background": "test_background",
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"floor": false,
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"floor_pos": "floor1",
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"actors": [
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"actors": [
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{
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{
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"name": "boss",
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"name": "boss",
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@ -21,7 +19,8 @@
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"scale_x": 0.6,
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"scale_x": 0.6,
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"scale_y": 0.6,
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"scale_y": 0.6,
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"x": 0,
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"x": 0,
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"y": 0
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"y": 0,
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"at_mid": false
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},
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},
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{
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{
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"name": "player",
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"name": "player",
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@ -30,7 +29,8 @@
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"scale_x": 0.5,
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"scale_x": 0.5,
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"scale_y": 0.5,
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"scale_y": 0.5,
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"x": 0,
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"x": 0,
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"y": 0
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"y": 0,
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"at_mid": false
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}
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}
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],
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],
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"fixtures": [
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"fixtures": [
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@ -41,7 +41,8 @@
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"scale_y": 0.5,
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"scale_y": 0.5,
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"cell": "torch1",
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"cell": "torch1",
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"x": 66,
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"x": 66,
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"y": -50
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"y": -50,
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"at_mid": false
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},
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},
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{
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{
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"name": "torch_fixture",
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"name": "torch_fixture",
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@ -50,7 +51,8 @@
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"scale_y": 0.5,
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"scale_y": 0.5,
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"cell": "torch2",
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"cell": "torch2",
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"x": 132,
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"x": 132,
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"y": -30
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"y": -30,
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"at_mid": false
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}
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}
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]
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]
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},
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},
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@ -261,9 +261,9 @@
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"frame_height": 832
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"frame_height": 832
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},
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},
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"test_floor":
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"test_floor":
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{"path": "assets/bossfights/test_floor.png",
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{"path": "assets/boss2/boss_fight_scene_1_floor.png",
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"frame_width": 1920,
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"frame_width": 1080,
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"frame_height": 1080
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"frame_height": 720
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},
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},
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"test_player":
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"test_player":
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{"path": "assets/bossfights/test_player.png",
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{"path": "assets/bossfights/test_player.png",
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18
scene.cpp
18
scene.cpp
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@ -6,8 +6,6 @@ const bool DEBUG=false;
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const bool YOU_REMOVED_MID_CELL_IDIOT=false;
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const bool YOU_REMOVED_MID_CELL_IDIOT=false;
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namespace scene {
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namespace scene {
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using namespace guecs;
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Element config_scene_element(nlohmann::json& config, bool and_play, bool duped) {
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Element config_scene_element(nlohmann::json& config, bool and_play, bool duped) {
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std::string sprite_name = config["sprite"];
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std::string sprite_name = config["sprite"];
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auto st = textures::get_sprite(sprite_name, duped);
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auto st = textures::get_sprite(sprite_name, duped);
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@ -26,7 +24,9 @@ namespace scene {
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std::string cell = config["cell"];
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std::string cell = config["cell"];
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std::string name = config["name"];
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std::string name = config["name"];
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return {name, st, anim, cell, scale_x, scale_y, x, y};
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bool at_mid = config["at_mid"];
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return {name, st, anim, cell, scale_x, scale_y, x, y, at_mid};
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}
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}
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Engine::Engine(components::AnimatedScene& scene) :
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Engine::Engine(components::AnimatedScene& scene) :
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@ -52,24 +52,24 @@ namespace scene {
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void Engine::init() {
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void Engine::init() {
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$ui.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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$ui.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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$ui.set<Background>($ui.MAIN, {$ui.$parser, THEME.TRANSPARENT});
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$ui.set<guecs::Background>($ui.MAIN, {$ui.$parser, guecs::THEME.TRANSPARENT});
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auto& background = $ui.get<Background>($ui.MAIN);
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auto& background = $ui.get<guecs::Background>($ui.MAIN);
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background.set_sprite($scene.background, true);
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background.set_sprite($scene.background, true);
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$ui.layout($layout);
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$ui.layout($layout);
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for(auto& actor : $actors) {
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for(auto& actor : $actors) {
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actor.pos = position_sprite(actor.st, actor.cell,
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actor.pos = position_sprite(actor.st, actor.cell,
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actor.scale_x, actor.scale_y, false, actor.x, actor.y);
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actor.scale_x, actor.scale_y, actor.at_mid, actor.x, actor.y);
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}
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}
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for(auto& fixture : $fixtures) {
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for(auto& fixture : $fixtures) {
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fixture.pos = position_sprite(fixture.st, fixture.cell,
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fixture.pos = position_sprite(fixture.st, fixture.cell,
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fixture.scale_x, fixture.scale_y, false, fixture.x, fixture.y);
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fixture.scale_x, fixture.scale_y, fixture.at_mid, fixture.x, fixture.y);
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}
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}
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}
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}
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bool Engine::mouse(float x, float y, Modifiers mods) {
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bool Engine::mouse(float x, float y, guecs::Modifiers mods) {
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return $ui.mouse(x, y, mods);
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return $ui.mouse(x, y, mods);
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}
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}
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@ -90,7 +90,7 @@ namespace scene {
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void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
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void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
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auto& config = $actors.at($actor_name_ids.at(actor));
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auto& config = $actors.at($actor_name_ids.at(actor));
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config.cell = cell_name;
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config.cell = cell_name;
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config.pos = position_sprite(config.st, config.cell, config.scale_x, config.scale_y, YOU_REMOVED_MID_CELL_IDIOT);
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config.pos = position_sprite(config.st, config.cell, config.scale_x, config.scale_y, config.at_mid);
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}
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}
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void Engine::animate_actor(const std::string& actor) {
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void Engine::animate_actor(const std::string& actor) {
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