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minor fixups (Entity::revive() and some skeletal stuff)

This commit is contained in:
fgenesis 2013-02-03 16:13:07 +01:00
parent 3dbc92b16e
commit 76c31f8147
4 changed files with 9 additions and 8 deletions

View file

@ -812,7 +812,7 @@ void Entity::heal(float a, int type)
} }
} }
void Entity::revive(int a) void Entity::revive(float a)
{ {
entityDead = false; entityDead = false;
health = 0; health = 0;

View file

@ -351,7 +351,7 @@ public:
bool isHit(); bool isHit();
bool pathBurst(bool wallJump = false); bool pathBurst(bool wallJump = false);
Timer burstTimer; Timer burstTimer;
void revive(int a); void revive(float a);
void setName(const std::string &name); void setName(const std::string &name);
void doFriction(float dt); void doFriction(float dt);
void doFriction(float dt, int len); void doFriction(float dt, int len);

View file

@ -461,7 +461,7 @@ void AnimationLayer::playAnimation(int idx, int loop)
//doNextKeyframe(); //doNextKeyframe();
} }
void AnimationLayer::enqueueAnimation(std::string anim, int loop) void AnimationLayer::enqueueAnimation(const std::string& anim, int loop)
{ {
enqueuedAnimation = anim; enqueuedAnimation = anim;
enqueuedAnimationLoop = loop; enqueuedAnimationLoop = loop;
@ -514,7 +514,7 @@ Animation* AnimationLayer::getCurrentAnimation()
return &s->animations[currentAnimation]; return &s->animations[currentAnimation];
} }
bool AnimationLayer::createTransitionAnimation(std::string anim, float time) bool AnimationLayer::createTransitionAnimation(const std::string& anim, float time)
{ {
//Animation *a = getCurrentAnimation(); //Animation *a = getCurrentAnimation();
Animation *to = s->getAnimation(anim); Animation *to = s->getAnimation(anim);
@ -555,6 +555,7 @@ void AnimationLayer::stopAnimation()
{ {
animate(enqueuedAnimation, enqueuedAnimationLoop); animate(enqueuedAnimation, enqueuedAnimationLoop);
enqueuedAnimation = ""; enqueuedAnimation = "";
enqueuedAnimationLoop = 0;
} }
} }
@ -1145,7 +1146,7 @@ void SkeletalSprite::deleteBones()
bones.clear(); bones.clear();
} }
Animation *SkeletalSprite::getAnimation(std::string anim) Animation *SkeletalSprite::getAnimation(const std::string& anim)
{ {
for (int i = 0; i < animations.size(); i++) for (int i = 0; i < animations.size(); i++)
{ {

View file

@ -163,10 +163,10 @@ public:
void updateBones(); void updateBones();
void stopAnimation(); void stopAnimation();
float getAnimationLength(); float getAnimationLength();
bool createTransitionAnimation(std::string anim, float time); bool createTransitionAnimation(const std::string& anim, float time);
void playAnimation(int idx, int loop); void playAnimation(int idx, int loop);
void playCurrentAnimation(int loop); void playCurrentAnimation(int loop);
void enqueueAnimation(std::string anim, int loop); void enqueueAnimation(const std::string& anim, int loop);
float transitionAnimate(std::string anim, float time, int loop); float transitionAnimate(std::string anim, float time, int loop);
void setTimeMultiplier(float t); void setTimeMultiplier(float t);
bool isAnimating(); bool isAnimating();
@ -240,7 +240,7 @@ public:
Animation *getAnimation(std::string anim); Animation *getAnimation(const std::string& anim);
std::vector<Animation> animations; std::vector<Animation> animations;
std::vector<Bone*> bones; std::vector<Bone*> bones;