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https://github.com/AquariaOSE/Aquaria.git
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minor fixups (Entity::revive() and some skeletal stuff)
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parent
3dbc92b16e
commit
76c31f8147
4 changed files with 9 additions and 8 deletions
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@ -812,7 +812,7 @@ void Entity::heal(float a, int type)
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}
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}
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}
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}
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void Entity::revive(int a)
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void Entity::revive(float a)
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{
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{
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entityDead = false;
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entityDead = false;
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health = 0;
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health = 0;
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@ -351,7 +351,7 @@ public:
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bool isHit();
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bool isHit();
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bool pathBurst(bool wallJump = false);
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bool pathBurst(bool wallJump = false);
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Timer burstTimer;
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Timer burstTimer;
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void revive(int a);
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void revive(float a);
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void setName(const std::string &name);
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void setName(const std::string &name);
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void doFriction(float dt);
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void doFriction(float dt);
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void doFriction(float dt, int len);
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void doFriction(float dt, int len);
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@ -461,7 +461,7 @@ void AnimationLayer::playAnimation(int idx, int loop)
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//doNextKeyframe();
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//doNextKeyframe();
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}
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}
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void AnimationLayer::enqueueAnimation(std::string anim, int loop)
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void AnimationLayer::enqueueAnimation(const std::string& anim, int loop)
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{
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{
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enqueuedAnimation = anim;
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enqueuedAnimation = anim;
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enqueuedAnimationLoop = loop;
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enqueuedAnimationLoop = loop;
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@ -514,7 +514,7 @@ Animation* AnimationLayer::getCurrentAnimation()
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return &s->animations[currentAnimation];
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return &s->animations[currentAnimation];
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}
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}
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bool AnimationLayer::createTransitionAnimation(std::string anim, float time)
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bool AnimationLayer::createTransitionAnimation(const std::string& anim, float time)
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{
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{
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//Animation *a = getCurrentAnimation();
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//Animation *a = getCurrentAnimation();
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Animation *to = s->getAnimation(anim);
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Animation *to = s->getAnimation(anim);
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@ -555,6 +555,7 @@ void AnimationLayer::stopAnimation()
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{
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{
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animate(enqueuedAnimation, enqueuedAnimationLoop);
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animate(enqueuedAnimation, enqueuedAnimationLoop);
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enqueuedAnimation = "";
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enqueuedAnimation = "";
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enqueuedAnimationLoop = 0;
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}
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}
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}
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}
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@ -1145,7 +1146,7 @@ void SkeletalSprite::deleteBones()
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bones.clear();
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bones.clear();
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}
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}
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Animation *SkeletalSprite::getAnimation(std::string anim)
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Animation *SkeletalSprite::getAnimation(const std::string& anim)
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{
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{
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for (int i = 0; i < animations.size(); i++)
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for (int i = 0; i < animations.size(); i++)
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{
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{
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@ -163,10 +163,10 @@ public:
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void updateBones();
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void updateBones();
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void stopAnimation();
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void stopAnimation();
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float getAnimationLength();
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float getAnimationLength();
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bool createTransitionAnimation(std::string anim, float time);
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bool createTransitionAnimation(const std::string& anim, float time);
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void playAnimation(int idx, int loop);
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void playAnimation(int idx, int loop);
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void playCurrentAnimation(int loop);
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void playCurrentAnimation(int loop);
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void enqueueAnimation(std::string anim, int loop);
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void enqueueAnimation(const std::string& anim, int loop);
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float transitionAnimate(std::string anim, float time, int loop);
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float transitionAnimate(std::string anim, float time, int loop);
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void setTimeMultiplier(float t);
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void setTimeMultiplier(float t);
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bool isAnimating();
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bool isAnimating();
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@ -240,7 +240,7 @@ public:
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Animation *getAnimation(std::string anim);
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Animation *getAnimation(const std::string& anim);
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std::vector<Animation> animations;
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std::vector<Animation> animations;
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std::vector<Bone*> bones;
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std::vector<Bone*> bones;
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