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-rw-r--r--src/transform_system.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/transform_system.h b/src/transform_system.h index 1ad661c..a7294ce 100644 --- a/src/transform_system.h +++ b/src/transform_system.h
@@ -14,6 +14,7 @@ class Game;
14struct AxisResult { 14struct AxisResult {
15 Direction dir; 15 Direction dir;
16 bool blocked = false; 16 bool blocked = false;
17 int colliderSprite = -1;
17}; 18};
18 19
19struct CollisionResult { 20struct CollisionResult {
@@ -54,6 +55,8 @@ private:
54 Collidable(int lower, int upper) : lower(lower), upper(upper) {} 55 Collidable(int lower, int upper) : lower(lower), upper(upper) {}
55 }; 56 };
56 57
58 // The way these work is that the key is (axis position, entity ID). The
59 // entity ID being there makes the mapping unique and makes removal easy.
57 using asc_collidables_type = 60 using asc_collidables_type =
58 std::map< 61 std::map<
59 std::tuple<int, int>, 62 std::tuple<int, int>,