Add animations back

This commit is contained in:
2023-12-16 17:52:56 +01:00
parent 77ddaa157b
commit 4047843b55
5 changed files with 28 additions and 32 deletions

View File

@@ -288,25 +288,26 @@ void entityUpdateAnimationState(ecs_iter_t *it) {
}
}
void entityUpdateAnimation(ecs_iter_t *it) {
/*
Game *game = ecs_singleton_get_mut(ECS, Game);
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *t = ecs_field(it, TextureRegion, 2);
Game *game = ecs_singleton_get_mut(ECS, Game);
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *texture = ecs_field(it, TextureRegion, 2);
float dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
anim[i].frameDuration = game->frameDuration;
AnimationFrame frame = anim[i].frame;
AnimationSequence seq = anim[i].sequence;
anim[i].elapsed += dt;
if (anim[i].elapsed < anim[i].frameDuration) continue;
if (anim[i].elapsed < frame.duration) continue;
anim[i].curFrame = (anim[i].curFrame + 1) % anim[i].sequence.frameCount;
i32 nextFrame = (anim[i].curFrame + 1) % seq.frameCount;
anim[i].curFrame = nextFrame;
anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
anim[i].elapsed = 0.0f;
BzTile tile = anim[i].sequence.startFrame + anim[i].curFrame + anim[i].tileset->startID;
t[i].rec = bzTilesetGetTileRegion(anim[i].tileset, tile);
anim[i].elapsed = 0.0f;
texture[i].rec = bzTilesetGetTileRegion(anim[i].tileset, anim[i].frame.frame);
}
*/
}
static void render(ecs_iter_t *it) {