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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/main.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/main.cpp')
-rw-r--r--src/main.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/main.cpp b/src/main.cpp index d0220fc..772fff8 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -14,6 +14,7 @@
14#include "script_system.h" 14#include "script_system.h"
15#include "effect_system.h" 15#include "effect_system.h"
16#include "behaviour_system.h" 16#include "behaviour_system.h"
17#include "mirror_system.h"
17 18
18void loop(Renderer& renderer, std::mt19937& rng) { 19void loop(Renderer& renderer, std::mt19937& rng) {
19 Game game(renderer, rng); 20 Game game(renderer, rng);
@@ -22,6 +23,7 @@ void loop(Renderer& renderer, std::mt19937& rng) {
22 game.emplaceSystem<InputSystem>(); 23 game.emplaceSystem<InputSystem>();
23 game.emplaceSystem<BehaviourSystem>(); 24 game.emplaceSystem<BehaviourSystem>();
24 game.emplaceSystem<CharacterSystem>(); 25 game.emplaceSystem<CharacterSystem>();
26 game.emplaceSystem<MirrorSystem>();
25 game.emplaceSystem<AnimationSystem>(); 27 game.emplaceSystem<AnimationSystem>();
26 game.emplaceSystem<CameraSystem>(); 28 game.emplaceSystem<CameraSystem>();
27 game.emplaceSystem<MessageSystem>(); 29 game.emplaceSystem<MessageSystem>();