feat: enemy now initializes 2 animations, and declares 3

This commit is contained in:
Sara 2023-11-29 11:49:00 +01:00
parent 1fbb3b1530
commit 879d72e10f
2 changed files with 43 additions and 7 deletions

View file

@ -1,6 +1,9 @@
#include "Enemy.h"
#include "debug.h"
#include "Messages.h"
#include "game_world.h"
#include "physics.h"
#include "physics_world.h"
Enemy* MakeEnemy() {
Enemy* self = malloc(sizeof(Enemy));
@ -11,15 +14,31 @@ Enemy* MakeEnemy() {
.rigidbody = NULL,
.collider = NULL,
.sprite = sprite_new_empty(),
.hurt = 0,
.idle = NULL,
.walk = NULL,
.hurt_anim = NULL,
.currentAnimation = NULL,
.health = 5,
};
self->rigidbody = rigidbody_make(Enemy_as_PhysicsEntity(self));
self->collider = collider_new(Enemy_as_PhysicsEntity(self), shape_new_square(MakeVector(0.2f, 0.05f)), 0, PHYSICS_LAYER_DEFAULT);
sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
self->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
return self;
}
Enemy* SpawnEnemy(Vector location, const State* entryState) {
Enemy* self = MakeEnemy();
self->behaviour = state_machine_init(self, entryState);
self->transform.position = location;
game_world_add_entity(Enemy_as_BehaviourEntity(self));
physics_world_add_entity(Enemy_as_PhysicsEntity(self));
return self;
}
@ -27,9 +46,14 @@ void EnemyStart(Enemy* self) {}
void EnemyUpdate(Enemy* self, float deltaTime) {
state_machine_update(self->behaviour, deltaTime);
if(self->health <= 0)
game_world_destroy_entity(Enemy_as_BehaviourEntity(self));
}
void EnemyDraw(Enemy* self) {}
void EnemyDraw(Enemy* self) {
animation_sprite_draw(self->currentAnimation, &self->transform);
shape_draw(collider_get_shape(self->collider), self->transform);
}
void EnemyDestroy(Enemy* self) {
state_machine_destroy(self->behaviour);
@ -42,13 +66,17 @@ void EnemyDestroy(Enemy* self) {
void EnemyOnCollision(Enemy* self, Collision collision) {}
void EnemyOnOverlap(Enemy* self, Collider* other) {}
void EnemyHandleMessage(Enemy* self, MessageID id, void* data) {
void* EnemyHandleMessage(Enemy* self, MessageID id, void* data) {
switch(id) {
default: return;
case MESSAGE_DEAL_DAMAGE:
self->health -= (uintptr_t)data;
self->hurt = 1;
break;
default:
break;
}
return NULL;
}
Transform* EnemyGetTransform(Enemy* self) {

View file

@ -8,6 +8,8 @@
#include "behaviour_entity.h"
#include "collider.h"
#include "sprite.h"
#include "animation_sprite.h"
#include "EnemyStates.h"
typedef struct Enemy {
Transform transform;
@ -19,11 +21,17 @@ typedef struct Enemy {
Sprite* sprite;
int hurt;
AnimationSprite* idle;
AnimationSprite* walk;
AnimationSprite* hurt_anim;
AnimationSprite* currentAnimation;
int health;
} Enemy;
const MessageID ENEMY_DAMAGE_MESSAGE = 0x1;
extern Enemy* MakeEnemy();
extern Enemy* SpawnEnemy(Vector location, const State* entryState);
@ -35,11 +43,11 @@ extern void EnemyDraw(Enemy* self);
extern void EnemyOnCollision(Enemy* self, Collision collision);
extern void EnemyOnOverlap(Enemy* self, Collider* other);
extern void EnemyHandleMessage(Enemy* self, MessageID id, void* data);
extern void* EnemyHandleMessage(Enemy* self, MessageID id, void* data);
extern Transform* EnemyGetTransform(Enemy* self);
extern RigidBody* EnemyGetRigidBody(Enemy* self);
static int EnemyGetDepth(Enemy* self) { return (int)(-self->transform.position.y * 1000); }
static long EnemyGetDepth(Enemy* self) { return (long)(-self->transform.position.y * 1000); }
impl_Transformable_for(Enemy,
EnemyGetTransform