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Add 'convenience' method to play an animation to entities
Probably best as an impl on DataHelper
.
Cache 'on_ground' status
Either in the CollisionWorld
or inside some component, need to decide.
Currently, it is recalculated each time it is checked, which is probably not necessary, since positions only change at the end of a frame. We can do better by caching this value instead, and clearing it at the end of each frame, for example.
Jump animation
Animation already exists, need to add textures for it and a definition in the animations.toml
. Also need to figure out how exactly to play it/transition to/from on_ground
status.
Use tiled-format to represent rooms
We would like to use the format produced by the tiled-mapeditor for rooms, probably using tiled-rs to load them.
Open questions, which will need to be answered when doing this:
- how do we represents components in the tiled format? it offers some 'properties' I think, which might be useful for that.
Represent dungeon-structure, i.e. Tree that contains 'Room's as its leafs
Should take into consideration what kind of map we want later on, with a tree-based structure it won't be a grid (or we have to make sure it always is, if that is what we want).
Alpha loading/rendering for textures
Currently we ignore alpha, probably source: alpha, dest: OneMinusAlpha is ok for the beginning.
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