feat: added air heavy attack
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9d220a1cb8
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4265148156
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@ -85,6 +85,7 @@ Player* MakePlayer() {
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.jab_a = NULL,
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.jab_b = NULL,
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.kick_a = NULL,
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.air_heavy = NULL,
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.animationStateMachine = NULL,
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};
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@ -110,7 +111,8 @@ Player* MakePlayer() {
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self->jump = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jumping.png", IVectorFrom(512)), 1.f, LoopMode_Stop);
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self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
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self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
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self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
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self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 12.f, LoopMode_Stop);
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self->air_heavy = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Air_Heavy.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
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self->animationStateMachine = state_machine_init(self, PlayerIdle());
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@ -41,6 +41,7 @@ typedef struct Player {
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AnimationSprite* jab_a;
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AnimationSprite* jab_b;
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AnimationSprite* kick_a;
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AnimationSprite* air_heavy;
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StateMachine* animationStateMachine;
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