completed animation setup and code based solely on LDTK settings
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@@ -43,7 +43,7 @@ func NewLevel(game *Game, cellsize int, plan *ldtkgo.Level) *Level {
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systems.NewGridSystem(game.World, game.ScreenWidth, game.ScreenHeight, cellsize,
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assets.Assets[plan.PropertyByIdentifier("background").AsString()]))
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systemlist = append(systemlist, systems.NewCollectibleSystem(game.World))
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systemlist = append(systemlist, systems.NewCollectibleSystem(game.World, cellsize))
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systemlist = append(systemlist, systems.NewObstacleSystem(game.World, gridcontainer))
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@@ -198,9 +198,13 @@ func LevelToSlice(game *Game, level *ldtkgo.Level, tilesize int) (Map, Map) {
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}
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tileRect := entity.TileRect
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animateondestruct := util.GetPropertyBool(entity, "AnimateOnDestruct")
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animationtrigger := util.GetPropertyString(entity, "AnimationTrigger")
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slog.Debug("got trigger", "trigger", animationtrigger)
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//animateondestruct := util.GetPropertyBool(entity, "AnimateOnDestruct")
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// FIXME: also check for AnimationLoop and other animation reasons
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if animateondestruct {
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// if animateondestruct {
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if animationtrigger != "" {
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tile.AnimateOnDestruct = true
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animation := util.GetPropertyString(entity, "AnimateSpriteSheet")
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@@ -212,6 +216,7 @@ func LevelToSlice(game *Game, level *ldtkgo.Level, tilesize int) (Map, Map) {
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}
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tile.AnimationSpriteSheet = assets.Animations[animation]
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tile.AnimationTrigger = animationtrigger
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}
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tile.Sprite = tileset.SubImage(
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