about summary refs log tree commit diff stats
path: root/data/maps/daedalus/rooms/Seasoning Room.txtpb
blob: 6159134716529b6e544b7763c40ebe3e42ce6559 (plain) (blame)
1
2
3
4
5
6
7
8
9
name: "Seasoning Room"
panel_display_name: "Southwest Area"
panels {
  name: "PARITY"
  path: "Panels/Color Reading/cr_5"
  clue: "parity"
  answer: "balance"
  symbols: SUN
}
ground-color: #fff0f0 } /* Literal.String.Char */ .highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */ .highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */ .highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
#ifndef ANIMATION_SYSTEM_H_CCCC7CB8
#define ANIMATION_SYSTEM_H_CCCC7CB8

#include <string_view>
#include "direction.h"
#include "system.h"
#include "timer.h"

class Game;

class AnimationSystem : public System {
public:

  static constexpr SystemKey Key = SystemKey::Animation;

  AnimationSystem(Game& game) : game_(game) {}

  void tick(double dt) override;

  void initSprite(int spriteId, std::string_view filename);

  void setSpriteDirection(int spriteId, Direction dir);

  void setSpriteAnimation(int spriteId, std::string_view name);

private:

  void updateAnimation(int spriteId);

  Game& game_;
  Timer animTimer_ {1000/5};//30fps * 1000 t/s;;
};

#endif /* end of include guard: ANIMATION_SYSTEM_H_CCCC7CB8 */