refactor(entities): unifica loader d'animacio via AnimationComponent::fromYaml i elimina fps:

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JailDesigner committed 2026-05-13 10:06:56 +02:00
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@@ -1,42 +1,12 @@
#include "game/entities/concrete/dust.hpp"
#include <string>
#include <vector>
#include "game/entities/entity_factory.hpp"
namespace {
// Llig una animació opcional del bloc `animations` del YAML, amb
// valors per defecte segurs (1 frame, fps=1, sense loop). Si la
// clau no existeix, retornem una animació "ja completada" — així,
// un Dust spawnejat amb una variant inexistent al YAML mor al
// pròxim frame sense petar.
auto buildAnim(const fkyaml::node& yaml, const std::string& key) -> AnimationComponent {
std::vector<int> frames = {0};
float fps = 1.0F;
bool loop = false;
if (yaml.contains("animations") && yaml["animations"].contains(key)) {
const auto& anim = yaml["animations"][key];
if (anim.contains("frames")) {
frames.clear();
for (const auto& f : anim["frames"]) {
// cppcheck-suppress useStlAlgorithm
frames.push_back(f.get_value<int>());
}
if (frames.empty()) { frames.push_back(0); }
}
if (anim.contains("fps")) { fps = anim["fps"].get_value<float>(); }
if (anim.contains("loop")) { loop = anim["loop"].get_value<bool>(); }
}
return {frames, fps, loop};
}
} // namespace
Dust::Dust(const fkyaml::node& yaml)
: anim_jump_(buildAnim(yaml, "jump")),
anim_land_(buildAnim(yaml, "land")) {
: anim_jump_(AnimationComponent::fromYaml(yaml, "jump")),
anim_land_(AnimationComponent::fromYaml(yaml, "land")) {
name_ = yaml.contains("name") ? yaml["name"].get_value<std::string>() : std::string("dust");
collides_ = false;
interactable_ = false;