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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-24 10:12:18 -0500 |
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committer | Star Rauchenberger <fefferburbia@gmail.com> | 2021-02-24 16:00:53 -0500 |
commit | 135e71d650e5a414219729cd84a2c917a3e8f1fb (patch) | |
tree | 7d5f2c99a8be34e27bb1644282576371bd0ab98e /src | |
parent | b06b259c54e09f1a4026191d6eec9684599bd370 (diff) | |
download | tanetane-135e71d650e5a414219729cd84a2c917a3e8f1fb.tar.gz tanetane-135e71d650e5a414219729cd84a2c917a3e8f1fb.tar.bz2 tanetane-135e71d650e5a414219729cd84a2c917a3e8f1fb.zip |
Removed manual animation stuff
Diffstat (limited to 'src')
-rw-r--r-- | src/animation_system.cpp | 15 | ||||
-rw-r--r-- | src/animation_system.h | 3 | ||||
-rw-r--r-- | src/character_system.cpp | 2 | ||||
-rw-r--r-- | src/sprite.h | 1 |
4 files changed, 1 insertions, 20 deletions
diff --git a/src/animation_system.cpp b/src/animation_system.cpp index a280aee..2c2c6a5 100644 --- a/src/animation_system.cpp +++ b/src/animation_system.cpp | |||
@@ -78,8 +78,6 @@ void AnimationSystem::initSprite(int spriteId, std::string_view filename) { | |||
78 | 78 | ||
79 | if (animName.back() == '!') { | 79 | if (animName.back() == '!') { |
80 | anim.looping = false; | 80 | anim.looping = false; |
81 | } else if (animName.back() == '.') { | ||
82 | anim.manual = true; | ||
83 | } | 81 | } |
84 | 82 | ||
85 | int animId = sprite.animations.size(); | 83 | int animId = sprite.animations.size(); |
@@ -114,19 +112,6 @@ void AnimationSystem::tick(double dt) { | |||
114 | } | 112 | } |
115 | } | 113 | } |
116 | 114 | ||
117 | void AnimationSystem::advanceAnimation(int spriteId) { | ||
118 | Sprite& sprite = game_.getSprite(spriteId); | ||
119 | Animation& animation = sprite.animations[sprite.animationId]; | ||
120 | |||
121 | if (animation.manual) { | ||
122 | sprite.animationFrame++; | ||
123 | |||
124 | if (sprite.animationFrame >= animation.frameIndices.size()) { | ||
125 | sprite.animationFrame = 0; | ||
126 | } | ||
127 | } | ||
128 | } | ||
129 | |||
130 | void AnimationSystem::setSpriteDirection(int spriteId, Direction dir) { | 115 | void AnimationSystem::setSpriteDirection(int spriteId, Direction dir) { |
131 | Sprite& sprite = game_.getSprite(spriteId); | 116 | Sprite& sprite = game_.getSprite(spriteId); |
132 | if (sprite.dir != dir) { | 117 | if (sprite.dir != dir) { |
diff --git a/src/animation_system.h b/src/animation_system.h index 8352c19..a116673 100644 --- a/src/animation_system.h +++ b/src/animation_system.h | |||
@@ -17,9 +17,6 @@ public: | |||
17 | 17 | ||
18 | void tick(double dt) override; | 18 | void tick(double dt) override; |
19 | 19 | ||
20 | // Advances animation by a frame. Only to be used on manual animations. | ||
21 | void advanceAnimation(int spriteId); | ||
22 | |||
23 | void initSprite(int spriteId, std::string_view filename); | 20 | void initSprite(int spriteId, std::string_view filename); |
24 | 21 | ||
25 | void setSpriteDirection(int spriteId, Direction dir); | 22 | void setSpriteDirection(int spriteId, Direction dir); |
diff --git a/src/character_system.cpp b/src/character_system.cpp index 27c2280..ea469d5 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp | |||
@@ -349,7 +349,7 @@ void CharacterSystem::setAnimationFor(int spriteId, CharacterState state) { | |||
349 | break; | 349 | break; |
350 | } | 350 | } |
351 | case CharacterMedium::Ladder: { | 351 | case CharacterMedium::Ladder: { |
352 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "climb."); | 352 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "climb"); |
353 | 353 | ||
354 | if (state == CharacterState::Still || state == CharacterState::Crouching) { | 354 | if (state == CharacterState::Still || state == CharacterState::Crouching) { |
355 | sprite.animPaused = true; | 355 | sprite.animPaused = true; |
diff --git a/src/sprite.h b/src/sprite.h index 59d2caf..5750308 100644 --- a/src/sprite.h +++ b/src/sprite.h | |||
@@ -23,7 +23,6 @@ struct SpriteFrame { | |||
23 | 23 | ||
24 | struct Animation { | 24 | struct Animation { |
25 | bool looping = true; | 25 | bool looping = true; |
26 | bool manual = false; | ||
27 | std::vector<int> frameIndices; | 26 | std::vector<int> frameIndices; |
28 | }; | 27 | }; |
29 | 28 | ||