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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-13 20:50:21 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-13 20:50:21 -0500 |
commit | 470b1d43fb6f8e17624ee90f87270de5bd6ff77e (patch) | |
tree | 966f1e18d496f12c3273684be299573e4bf443ec /src/sprite.h | |
parent | ed933607765a6e010689aaaf85184053ff6e8a2b (diff) | |
download | tanetane-470b1d43fb6f8e17624ee90f87270de5bd6ff77e.tar.gz tanetane-470b1d43fb6f8e17624ee90f87270de5bd6ff77e.tar.bz2 tanetane-470b1d43fb6f8e17624ee90f87270de5bd6ff77e.zip |
Added lightning sprite to mailbox event
Sprites can be destroyed now, which really just means that their index is removed from the list of active sprites. The actual memory is not freed until all sprites are deleted on map change. Sprite layers are introduced. All sprites by default are on layer 0 (Normal) which renders them in between the lower and upper map layers. There is also a layer 1 (Above) that renders above the upper map layer, and the sprite for the lightning strike uses this layer in order to not be hidden by the trees. Fixed a bug where waiting for the end of a non-looping animation would trip the flag immediately upon the final frame activating, instead of waiting the length of the last frame.
Diffstat (limited to 'src/sprite.h')
-rw-r--r-- | src/sprite.h | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/sprite.h b/src/sprite.h index fcf7e1d..84b161f 100644 --- a/src/sprite.h +++ b/src/sprite.h | |||
@@ -10,6 +10,11 @@ | |||
10 | #include "vector.h" | 10 | #include "vector.h" |
11 | #include "step_type.h" | 11 | #include "step_type.h" |
12 | 12 | ||
13 | enum class SpriteLayer { | ||
14 | Normal, | ||
15 | Above | ||
16 | }; | ||
17 | |||
13 | struct SpriteFrame { | 18 | struct SpriteFrame { |
14 | SDL_Rect srcRect; | 19 | SDL_Rect srcRect; |
15 | vec2i center; | 20 | vec2i center; |
@@ -36,8 +41,11 @@ struct Movement { | |||
36 | class Sprite { | 41 | class Sprite { |
37 | public: | 42 | public: |
38 | 43 | ||
44 | std::string alias; | ||
45 | |||
39 | // Transform | 46 | // Transform |
40 | vec2i loc { 0, 0 }; | 47 | vec2i loc { 0, 0 }; |
48 | SpriteLayer layer = SpriteLayer::Normal; | ||
41 | bool collidable = false; | 49 | bool collidable = false; |
42 | bool solid = false; | 50 | bool solid = false; |
43 | vec2i collisionOffset; | 51 | vec2i collisionOffset; |