feat(player): added PlayerIdleUpdate, which calls PlayerAnimationUpdate
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@ -95,10 +95,6 @@ const State* PlayerAnimationUpdate(Player* self, float deltaTime) {
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++self->animFrame;
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++self->animFrame;
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size_t nextFrame = self->animFrame * 8 + self->faceDirection;
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size_t nextFrame = self->animFrame * 8 + self->faceDirection;
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sprite_set_tile(self->sprite, nextFrame);
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sprite_set_tile(self->sprite, nextFrame);
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if (nextFrame > spritesheet_get_tile_count(sprite_get_spritesheet(self->sprite))) {
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return PlayerIdle();
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}
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}
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}
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return state_machine_get_current_state(self->animationStateMachine);
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return state_machine_get_current_state(self->animationStateMachine);
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@ -109,3 +105,13 @@ void PlayerAnimationExit(Player* self) {}
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void PlayerIdleEnter(Player* self) {
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void PlayerIdleEnter(Player* self) {
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self->sprite = sprite_from_spritesheet(self->stand, 0);
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self->sprite = sprite_from_spritesheet(self->stand, 0);
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}
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}
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void PlayerIdleUpdate(Player* self, float deltaTime) {
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PlayerAnimationUpdate(self, deltaTime);
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if(sprite_get_time_normalized(self->sprite)) {
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return PlayerIdle();
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} else {
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return PlayerIdle();
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}
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}
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@ -66,11 +66,12 @@ extern const State* PlayerAnimationUpdate(Player* player, float deltaTime);
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extern void PlayerAnimationExit(Player* player);
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extern void PlayerAnimationExit(Player* player);
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extern void PlayerIdleEnter(Player* player);
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extern void PlayerIdleEnter(Player* player);
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extern void PlayerIdleUpdate(Player* player, float deltaTime);
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DefineState(PlayerIdle, Player,
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DefineState(PlayerIdle, Player,
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PlayerIdleEnter,
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PlayerIdleEnter,
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PlayerAnimationExit,
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PlayerAnimationExit,
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PlayerAnimationUpdate
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PlayerIdleUpdate
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)
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)
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#endif // !TOPDOWN_PLAYER_H
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#endif // !TOPDOWN_PLAYER_H
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