Comments (3)
Well, I should have read the linked issue more in detail than just checking the code diff. :-) Thanks for clarification.
from supertux.
Quick and dirty solution could be adding:
std::string custom_sprite { };
if (mapping.get("sprite", custom_sprite))
{
if (!custom_sprite.empty())
{
change_sprite(custom_sprite);
}
}
to the constructor that takes the mapping as argument, right after parse_type(mapping);
, but this does work for the constructor that just takes the Vector and a type. I have not yet figured out in which cases the latter one is called, so in a first basic test, the solution above did its job. But I assume there might exist a cleaner solution.
from supertux.
The issue is actually a result of a bad quirk in the MovingSprite
code, which #2646 fixes. Such custom sprite validity checks are already performed in MovingSprite
initializers.
from supertux.
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