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authorThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-03-06 21:12:22 +0100
committerThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-03-07 10:43:54 +0100
commitc74680473e702bacc009897a258387445d6f3eb5 (patch)
tree800cfb1f83f0c69ae8fcd0096949e660152a80b8 /src/actorsprite.cpp
parentf9a522c72db959b5d63061ed255735d0230fc7de (diff)
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Use the native TMX tile animation format
Rewrote the tile animation loading code based on XML tags, replacing the code that loaded tile animations from tile properties. Also made a number of code simplifications and optimizations: * Replaced a number of pointer members with value members. * Pass around Animation and TileAnimation by value, using std::move to avoid allocating copies. * push -> emplace * push_front -> emplace_front * push_back -> emplace_back * Use range-based for loops * Use std::vector instead of std::list for storing affected tiles (less fragmentation) * Avoid string copies and allocations while parsing CSV layer data. * Replaced xmlNodeGetContent with directly accessing 'content'.
Diffstat (limited to 'src/actorsprite.cpp')
-rw-r--r--src/actorsprite.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/actorsprite.cpp b/src/actorsprite.cpp
index 088bc9f4..90176dcd 100644
--- a/src/actorsprite.cpp
+++ b/src/actorsprite.cpp
@@ -437,16 +437,16 @@ void ActorSprite::loadTargetCursor(const std::string &filename,
return;
}
- auto *anim = new Animation;
+ Animation anim;
for (unsigned int i = 0; i < currentImageSet->size(); ++i)
{
- anim->addFrame(currentImageSet->get(i), DEFAULT_FRAME_DELAY,
+ anim.addFrame(currentImageSet->get(i), DEFAULT_FRAME_DELAY,
-(currentImageSet->getWidth() / 2),
-(currentImageSet->getHeight() / 2));
}
- auto *currentCursor = new SimpleAnimation(anim);
+ auto *currentCursor = new SimpleAnimation(std::move(anim));
targetCursorImages[type][size] = currentImageSet;
targetCursor[type][size] = currentCursor;