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

This commit is contained in:
JailDesigner committed 2026-05-13 10:06:56 +02:00
1 parent a779533d61
commit b76a3eb1f3
21 files changed
+306 -231

No files matched your search

+5 -35
View File
@@ -29,36 +29,6 @@ namespace {
return k_rng_;
}
// Llegeix un bloc d'animació del YAML amb fallbacks tolerants (mateix
// patró que Door/Sarcophagus). Si la clau no apareix, retorna una
// animació d'1 frame loopant, neutra — la momia es podrà moure però
// visualment es quedarà estàtica. Llegeix `flip_h`/`flip_v` (default
// false) i els passa al component perquè el motor sàpiga aplicar-los
// al sprite quan aquesta animació estigui activa.
auto buildAnimation(const fkyaml::node& yaml, const std::string& key) -> AnimationComponent {
std::vector<int> frames = {0};
float fps = 8.0F;
bool loop = true;
bool flip_h = false;
bool flip_v = 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>(); }
if (anim.contains("flip_h")) { flip_h = anim["flip_h"].get_value<bool>(); }
if (anim.contains("flip_v")) { flip_v = anim["flip_v"].get_value<bool>(); }
}
return {frames, fps, loop, flip_h, flip_v};
}
// Busca si el segment [prev, prev+delta] travessa una lane del patró
// `base + k·pitch` (k ∈ [0..max_idx]). Retorna el delta que cal aplicar
// per arribar exactament a la primera línia travessada. Iterem en el
@@ -103,11 +73,11 @@ namespace {
} // namespace
Mummy::Mummy(const fkyaml::node& yaml)
: anim_walk_south_(buildAnimation(yaml, "walk_south")),
anim_walk_north_(buildAnimation(yaml, "walk_north")),
anim_walk_east_(buildAnimation(yaml, "walk_east")),
anim_walk_west_(buildAnimation(yaml, "walk_west")),
anim_raise_(buildAnimation(yaml, "raise")) {
: anim_walk_south_(AnimationComponent::fromYaml(yaml, "walk_south")),
anim_walk_north_(AnimationComponent::fromYaml(yaml, "walk_north")),
anim_walk_east_(AnimationComponent::fromYaml(yaml, "walk_east")),
anim_walk_west_(AnimationComponent::fromYaml(yaml, "walk_west")),
anim_raise_(AnimationComponent::fromYaml(yaml, "raise")) {
name_ = yaml.contains("name") ? yaml["name"].get_value<std::string>() : std::string("mummy");
collides_ = true;
interactable_ = false;