Consider animations figured with the latest commit. I think the best approach is to store needed animations in the containing entity that the states can then access. Could even go towards 'type object' sort of things. E.g. for shroom entities, I could define one 'shroom' class that takes in a type object, consisting of the set of animations a shroom needs as well as a movement pattern and damage amount.
Consider animations figured with the latest commit. I think the best approach is to store needed animations in the containing entity that the states can then access. Could even go towards 'type object' sort of things. E.g. for shroom entities, I could define one 'shroom' class that takes in a type object, consisting of the set of animations a shroom needs as well as a movement pattern and damage amount.