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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.h | |
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.h')
-rw-r--r-- | src/map.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/map.h b/src/map.h index 1167290..eb926c7 100644 --- a/src/map.h +++ b/src/map.h | |||
@@ -32,6 +32,9 @@ struct Prototype { | |||
32 | int movementSpeed = -1; | 32 | int movementSpeed = -1; |
33 | std::string enclosureZone; | 33 | std::string enclosureZone; |
34 | bool masked = false; | 34 | bool masked = false; |
35 | MirrorType mirrorType = MirrorType::None; | ||
36 | int mirrorAxis = 0; | ||
37 | std::string spriteToMirror; | ||
35 | }; | 38 | }; |
36 | 39 | ||
37 | struct Trigger { | 40 | struct Trigger { |