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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 18:53:06 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 18:53:06 -0500
commit937875c4e1432b418f0f5051759e02c8d4c9ffa4 (patch)
treebfb08ae9f8e4619dc213e20739b4fbce682ae0d0 /src/game.cpp
parentcd72ba5481705072b893d728e2f80931b5cca580 (diff)
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Added the mask sprite layer
This layer is below the normal sprite layer. Sprites on it are only rendered within the area of a zone that is defined per-map.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game.cpp b/src/game.cpp index 5b5c506..7e3c88f 100644 --- a/src/game.cpp +++ b/src/game.cpp
@@ -56,7 +56,7 @@ void Game::loadMap(std::string filename) {
56 if (spritesByAlias_.count(p.name)) continue; 56 if (spritesByAlias_.count(p.name)) continue;
57 57
58 int spriteId = emplaceSprite(p.name); 58 int spriteId = emplaceSprite(p.name);
59 getSystem<TransformSystem>().initSprite(spriteId, p.pos); 59 getSystem<TransformSystem>().initSprite(spriteId, p.pos, p.masked ? SpriteLayer::Mask : SpriteLayer::Normal);
60 getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize, true); 60 getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize, true);
61 if (!p.animationFilename.empty()) { 61 if (!p.animationFilename.empty()) {
62 getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename); 62 getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename);