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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-17 20:34:59 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-17 20:34:59 -0500
commitaac57db782718bf40a7adea15baf8d6b899ea925 (patch)
treec9f32563cdb9a06e6e24343946c5bb35dc254b76 /src/transform_system.cpp
parentb3720c4a401f345c49eadabdb852968e273e7077 (diff)
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Made some sprites persist between map changes
The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map.

Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps.
Diffstat (limited to 'src/transform_system.cpp')
-rw-r--r--src/transform_system.cpp10
1 files changed, 0 insertions, 10 deletions
diff --git a/src/transform_system.cpp b/src/transform_system.cpp index 6e04d70..144477b 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp
@@ -225,13 +225,3 @@ void TransformSystem::destroySprite(int spriteId) {
225 removeCollidable(spriteId); 225 removeCollidable(spriteId);
226 } 226 }
227} 227}
228
229void TransformSystem::clearSpriteCache() {
230 for (auto& layer : spritesByY_) {
231 layer.clear();
232 }
233 leftCollidables_.clear();
234 rightCollidables_.clear();
235 upCollidables_.clear();
236 downCollidables_.clear();
237}