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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-12 00:45:43 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-12 00:45:43 -0500
commit0a3ec1862fd479295639a38ab4799e4d36e12c13 (patch)
tree8651ccafcae9d53fb63234e089158a7cb29c278c /src/game.cpp
parent5ecd0f428dd8292a17c5013c525a4f5d3967acb8 (diff)
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Added tile-sized invisible sprites
These are used when you want a solid, interactable object that is part of the map instead of sprite animated (e.g. the mailboxes).
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game.cpp b/src/game.cpp index 8b6ef8f..fcd5f44 100644 --- a/src/game.cpp +++ b/src/game.cpp
@@ -59,7 +59,9 @@ void Game::loadMap(std::string filename, std::string warpPoint, Direction dir) {
59 int spriteId = emplaceSprite(p.name); 59 int spriteId = emplaceSprite(p.name);
60 getSystem<TransformSystem>().initSprite(spriteId, p.pos); 60 getSystem<TransformSystem>().initSprite(spriteId, p.pos);
61 getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize, true); 61 getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize, true);
62 getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename); 62 if (!p.animationFilename.empty()) {
63 getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename);
64 }
63 getSprite(spriteId).interactionScript = p.interactionScript; 65 getSprite(spriteId).interactionScript = p.interactionScript;
64 } 66 }
65 67