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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 20:50:51 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 20:50:51 -0500
commit1c462ef3780b33468ed93dde3ab6178765807ffe (patch)
tree6ee2f34ed3514c10d146c91b0e8e935cf9d1ccb6 /src/game.cpp
parent937875c4e1432b418f0f5051759e02c8d4c9ffa4 (diff)
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Added MirrorSystem
This is really just for letting one sprite mirror another's movement and animation. I tried doing it in the BehaviourSystem, but you get stuttering if you do it earlier in the loop than the CharacterSystem, so I ended up having to make a new system just for this thing that will not happen very often.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/game.cpp b/src/game.cpp index 7e3c88f..bedd934 100644 --- a/src/game.cpp +++ b/src/game.cpp
@@ -76,6 +76,11 @@ void Game::loadMap(std::string filename) {
76 if (!p.enclosureZone.empty()) { 76 if (!p.enclosureZone.empty()) {
77 getSprite(spriteId).enclosureZone = p.enclosureZone; 77 getSprite(spriteId).enclosureZone = p.enclosureZone;
78 } 78 }
79 if (p.mirrorType != MirrorType::None) {
80 getSprite(spriteId).mirrorType = p.mirrorType;
81 getSprite(spriteId).mirrorAxis = p.mirrorAxis;
82 getSprite(spriteId).mirroredSpriteId = getSpriteByAlias(p.spriteToMirror);
83 }
79 } 84 }
80 85
81 for (const Trigger& t : map_->getTriggers()) { 86 for (const Trigger& t : map_->getTriggers()) {