feat: added air heavy attack
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				|  | @ -85,6 +85,7 @@ Player* MakePlayer() { | |||
|         .jab_a = NULL, | ||||
|         .jab_b = NULL, | ||||
|         .kick_a = NULL, | ||||
|         .air_heavy = NULL, | ||||
| 
 | ||||
|         .animationStateMachine = NULL, | ||||
|     }; | ||||
|  | @ -110,7 +111,8 @@ Player* MakePlayer() { | |||
|     self->jump = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jumping.png", IVectorFrom(512)), 1.f, LoopMode_Stop); | ||||
|     self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop); | ||||
|     self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(512)), 10.f, LoopMode_Stop); | ||||
|     self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop); | ||||
|     self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 12.f, LoopMode_Stop); | ||||
|     self->air_heavy = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Air_Heavy.png", IVectorFrom(512)), 10.f, LoopMode_Stop); | ||||
| 
 | ||||
|     self->animationStateMachine = state_machine_init(self, PlayerIdle()); | ||||
| 
 | ||||
|  |  | |||
|  | @ -41,6 +41,7 @@ typedef struct Player { | |||
|     AnimationSprite* jab_a; | ||||
|     AnimationSprite* jab_b; | ||||
|     AnimationSprite* kick_a; | ||||
|     AnimationSprite* air_heavy; | ||||
| 
 | ||||
|     StateMachine* animationStateMachine; | ||||
| 
 | ||||
|  |  | |||
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