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feat!: refactoring collision info (again) and adding character animations #36
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erickzanardo
approved these changes
Dec 4, 2023
README.md
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##### Character animations | ||
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Characters are typically rendered visually as a `SpriteAnimation`, however most | ||
likely thre is a different animation for different states of the character. |
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likely thre is a different animation for different states of the character. | |
likely there is a different animation for different states of the character. |
README.md
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likely thre is a different animation for different states of the character. | ||
That's where `CharacterAnimation` comes in. | ||
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A `CharacterAnimation` is specialized `SpriteAnimationGroupComponent`, so you |
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A `CharacterAnimation` is specialized `SpriteAnimationGroupComponent`, so you | |
A `CharacterAnimation` is a specialized `SpriteAnimationGroupComponent`, so you |
README.md
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That's where `CharacterAnimation` comes in. | ||
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A `CharacterAnimation` is specialized `SpriteAnimationGroupComponent`, so you | ||
can set all the animations as map on the component and the update the current |
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can set all the animations as map on the component and the update the current | |
can set all the animations as map on the component and update the current |
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Refactoring
CollisionInfo
to allow client code to differentiate non-solid collisions from solid and to track multiple solid collisions in each direction. This means if a player is standing between two ground tiles (on level ground) both tiles should be incollisionInfo.downCollisions
. The sorting order of the collisions is always the same, anddownCollision
will continue to return the same collision it always has (the first one).Also adding
debugCollisions
toPhysicalEntity
Also adding a
CharacterAnimation
component which extendsSpriteGroupAnimationComponent
and automatically handles positioning the animation properly around the parent's hitbox.Also adding more status mixins to control collision detection and world interactions.