Added a (registry object name -> registry object pointer) map to the save method so that registry reference by name can have their actor, sprite, spritesheet, and character references reset
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@@ -24,7 +24,6 @@ typedef struct {
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typedef struct {
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uint8_t refcount;
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akgl_SpriteSheet *sheet;
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uint8_t frameids[AKGL_SPRITE_MAX_FRAMES]; // which IDs on the spritesheet belong to our frames
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uint32_t frames; // how many frames are in this animation
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uint32_t width;
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@@ -33,6 +32,7 @@ typedef struct {
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bool loop; // when this sprite is done playing, it should immediately start again
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bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
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char name[AKGL_SPRITE_MAX_NAME_LENGTH];
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akgl_SpriteSheet *sheet;
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} akgl_Sprite;
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// initializes a new sprite to use the given sheet and otherwise sets to zero
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