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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/map.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/map.cpp')
-rw-r--r-- | src/map.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/map.cpp b/src/map.cpp index 8d0ada6..32203e5 100644 --- a/src/map.cpp +++ b/src/map.cpp | |||
@@ -111,6 +111,14 @@ Map::Map(std::string_view name) : name_(name) { | |||
111 | p.enclosureZone = property.getStringValue(); | 111 | p.enclosureZone = property.getStringValue(); |
112 | } else if (property.getName() == "movementSpeed") { | 112 | } else if (property.getName() == "movementSpeed") { |
113 | p.movementSpeed = property.getIntValue(); | 113 | p.movementSpeed = property.getIntValue(); |
114 | } else if (property.getName() == "mirror") { | ||
115 | if (property.getStringValue() == "vertical") { | ||
116 | p.mirrorType = MirrorType::Vertical; | ||
117 | } | ||
118 | } else if (property.getName() == "mirrorAxis") { | ||
119 | p.mirrorAxis = property.getIntValue(); | ||
120 | } else if (property.getName() == "mirrorSprite") { | ||
121 | p.spriteToMirror = property.getStringValue(); | ||
114 | } | 122 | } |
115 | } | 123 | } |
116 | 124 | ||