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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-03-05 20:50:51 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-03-05 20:50:51 -0500 |
commit | 1c462ef3780b33468ed93dde3ab6178765807ffe (patch) | |
tree | 6ee2f34ed3514c10d146c91b0e8e935cf9d1ccb6 /src/game.cpp | |
parent | 937875c4e1432b418f0f5051759e02c8d4c9ffa4 (diff) | |
download | tanetane-1c462ef3780b33468ed93dde3ab6178765807ffe.tar.gz tanetane-1c462ef3780b33468ed93dde3ab6178765807ffe.tar.bz2 tanetane-1c462ef3780b33468ed93dde3ab6178765807ffe.zip |
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.cpp | 5 |
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()) { |