added attack and improved animation

This commit is contained in:
Sara 2023-11-13 21:46:19 +01:00
parent 98c7f97c43
commit 3a5f8d2def
2 changed files with 56 additions and 17 deletions

View file

@ -7,21 +7,22 @@
#include "game_world.h"
#include <SDL2/SDL_gamecontroller.h>
static const float _anim_speed = 1.0/8.0;
static const float _regular_animation_speed = 1.0/4.0;
static
void player_input_h(Player* self, InputEvent val) {
self->directional.x = val.as_float * 5.f;
if(val.as_float > 0.0) {
void player_input_h(Player* self, InputEvent event) {
self->directional.x = event.as_float * 5.f;
if(event.as_float > 0.0) {
sprite_flip_horizontal(self->sprite, 0);
} else if(val.as_float < 0.0) {
} else if(event.as_float < 0.0) {
sprite_flip_horizontal(self->sprite, 1);
}
}
static
void player_input_jump(Player* self, InputEvent down) {
if(down.as_bool && self->is_grounded) {
void player_input_jump(Player* self, InputEvent event) {
if(event.as_bool && self->is_grounded && (self->state & PlayerState_CanMove) != 0) {
Vector velocity = rigidbody_get_velocity(self->rigidbody);
self->directional.y = 0;
velocity.y = -20.f;
@ -29,6 +30,15 @@ void player_input_jump(Player* self, InputEvent down) {
}
}
static
void player_input_attack(Player* self, InputEvent event) {
if(event.as_bool && (self->state & PlayerState_CanAttack) != 0) {
self->frame_timer = self->frame_interval = _regular_animation_speed;
sprite_set_tile(self->sprite, 1);
self->state &= ~PlayerState_CanAttack;
}
}
static inline
void _internal_player_init_input(Player* self) {
// default to keyboard if no controllers are available
@ -46,8 +56,12 @@ void _internal_player_init_input(Player* self) {
)), (InputDelegateFn)player_input_h);
// JUMP
playerinput_add(self->player_input, KeyBind_as_InputAxis(
keybind_new(SDL_SCANCODE_W)
keybind_new(SDL_SCANCODE_K)
), (InputDelegateFn)player_input_jump);
// ATTACK
playerinput_add(self->player_input, KeyBind_as_InputAxis(keybind_new(
SDL_SCANCODE_J
)), (InputDelegateFn)player_input_attack);
// CONTROLLER ------------------------------------------------
// WALK
@ -70,13 +84,20 @@ Player* player_new() {
Player* self = malloc(sizeof(Player));
*self = (Player) {
.transform = {ZeroVector, {4, 4}, 0},
.sprite = sprite_from_spritesheet(spr_player_standing, 0),
.rigidbody = NULL,
.shape = shape_new((Vector[]){
{ex_w, -rr}, {ex_w-r, 0.f},
{r-ex_w, 0.f}, {-ex_w, -rr},
{-ex_w, rr-h}, {r-ex_w, -h},
{ex_w-r, -h}, {ex_w, rr-h},
}, 8)
}, 8),
.directional = ZeroVector,
.sprite = sprite_from_spritesheet(spr_player_standing, 0),
.is_grounded = 0,
.player_input = NULL,
.frame_interval = 0.0,
.frame_timer = 0.0,
.state = PlayerState_CanMove | PlayerState_CanAttack,
};
self->rigidbody = rigidbody_make(Player_as_Transformable(self));
@ -101,20 +122,31 @@ void player_collision_solver(Player* self, List* contacts) {
void player_start(Player* self) {}
void player_update(Player* self, float dt) {
Vector velocity = rigidbody_get_velocity(self->rigidbody);
Vector velocity_target = {self->is_grounded ? self->directional.x : velocity.x, velocity.y};
rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 50.f), 0);
rigidbody_accelerate(self->rigidbody, (Vector){0.0f, 100.f}, 0);
self->is_grounded = 0;
static
void _internal_player_update_anim(Player* self, float dt) {
if(self->frame_interval == 0.0)
return;
self->frame_timer -= dt;
if(self->frame_timer <= 0.0) {
sprite_set_tile(self->sprite, sprite_get_tile(self->sprite) + 1);
self->frame_timer = _anim_speed;
self->frame_timer = _regular_animation_speed;
if(sprite_get_tile(self->sprite) == 0) {
self->state |= PlayerState_CanAttack;
self->frame_interval = 0.0;
}
}
}
void player_update(Player* self, float dt) {
Vector velocity = rigidbody_get_velocity(self->rigidbody);
Vector velocity_target = {self->is_grounded ? self->directional.x : velocity.x, velocity.y};
rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 100.f), 0);
rigidbody_accelerate(self->rigidbody, (Vector){0.0f, 100.f}, 0);
self->is_grounded = 0;
_internal_player_update_anim(self, dt);
}
void player_draw(Player* self) {
sprite_entity_draw(Player_as_SpriteEntity(self));
}

View file

@ -10,6 +10,11 @@
#include "sprite_entity.h"
#include "player_input.h"
typedef enum PlayerState {
PlayerState_CanMove = 0x1,
PlayerState_CanAttack = 0x2,
} PlayerState;
typedef struct Player {
Transform transform;
RigidBody* rigidbody;
@ -22,6 +27,8 @@ typedef struct Player {
PlayerInput* player_input;
float frame_timer;
float frame_interval;
PlayerState state;
} Player;
extern Player* player_new();