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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-26 18:54:38 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-26 18:54:38 -0500 |
commit | c1fc60c5a2a4b96b830afc29942648714944b9d7 (patch) | |
tree | 8460df9e93491b8ba138f7f1cba41572b65fc537 /src/character_system.cpp | |
parent | af49b5366d35173702a2b3bd70ac4254b8855538 (diff) | |
download | tanetane-c1fc60c5a2a4b96b830afc29942648714944b9d7.tar.gz tanetane-c1fc60c5a2a4b96b830afc29942648714944b9d7.tar.bz2 tanetane-c1fc60c5a2a4b96b830afc29942648714944b9d7.zip |
Added sprite bobbing (for Lucas underwater)
Diffstat (limited to 'src/character_system.cpp')
-rw-r--r-- | src/character_system.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 87407af..9b91716 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp | |||
@@ -332,12 +332,14 @@ void CharacterSystem::setAnimationFor(int spriteId, CharacterState state) { | |||
332 | 332 | ||
333 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName); | 333 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName); |
334 | sprite.hasShadow = sprite.normallyHasShadow; | 334 | sprite.hasShadow = sprite.normallyHasShadow; |
335 | sprite.bobbing = sprite.bobsWhenNormal; | ||
335 | 336 | ||
336 | break; | 337 | break; |
337 | } | 338 | } |
338 | case CharacterMedium::Ladder: { | 339 | case CharacterMedium::Ladder: { |
339 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "climb"); | 340 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "climb"); |
340 | sprite.hasShadow = false; | 341 | sprite.hasShadow = false; |
342 | sprite.bobbing = false; | ||
341 | 343 | ||
342 | if (state == CharacterState::Still || state == CharacterState::Crouching) { | 344 | if (state == CharacterState::Still || state == CharacterState::Crouching) { |
343 | sprite.animPaused = true; | 345 | sprite.animPaused = true; |
@@ -355,6 +357,7 @@ void CharacterSystem::setAnimationFor(int spriteId, CharacterState state) { | |||
355 | 357 | ||
356 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName); | 358 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName); |
357 | sprite.hasShadow = false; | 359 | sprite.hasShadow = false; |
360 | sprite.bobbing = false; | ||
358 | 361 | ||
359 | break; | 362 | break; |
360 | } | 363 | } |