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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/map.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/map.cpp')
-rw-r--r--src/map.cpp8
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