fix: damage is now dealt correctly

This commit is contained in:
Sara 2023-11-29 11:48:39 +01:00
parent b3622ab279
commit 1fbb3b1530

View file

@ -1,7 +1,6 @@
#include "PlayerStates.h"
#include "Player.h"
#include "physics_world.h"
#include "debug.h"
static inline
void InternalSpriteFlipWithMovement(Player* self) {
@ -57,8 +56,7 @@ void PlayerAttackTrigger(Player* self) {
MakeVector(0.1f, 0.06f), PHYSICS_LAYER_DEFAULT, self->rigidbody);
if(found != NULL) {
PhysicsEntity entity = collider_get_owner(found);
int damage_amount = 10;
entity.message_receiver->handle_message(entity.data, 1, &damage_amount);
entity.message_receiver->handle_message(entity.data, 1, (void*)1u);
}
++self->animationTriggers;
}
@ -71,7 +69,7 @@ void PlayerJabA_Enter(Player* self) {
const State* PlayerJabA_Update(Player* self, float deltaTime) {
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
if(self->animationTriggers <= 0 && ntime > 0.5f)
if(self->animationTriggers == 0 && ntime > 0.5f)
PlayerAttackTrigger(self);
if(self->attackInput && ntime > 1.0f)
return PlayerJabB();
@ -90,7 +88,7 @@ void PlayerJabB_Enter(Player* self) {
const State* PlayerJabB_Update(Player* self, float deltaTime) {
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
if(self->animationTriggers <= 0 && ntime > 0.5f)
if(self->animationTriggers == 0 && ntime > 0.5f)
PlayerAttackTrigger(self);
if(self->attackInput && ntime > 1.0f)
return PlayerJabA();