split animation frame and facing direction
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parent
ad983812f6
commit
918e73c306
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@ -11,11 +11,13 @@ Player* MakePlayer() {
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*self = (Player){
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.transform = IdentityTransform,
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.faceDirection = 0,
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.animationStateMachine = state_machine_init(self, PlayerIdle()),
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.animFrame = 0,
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.sprite = sprite_from_spritesheet(walk, 0),
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.stand = idle,
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.walk = walk,
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.animFrameInterval = 1.0f/8.0f,
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.animFrameInterval = 1.0f/4.0f,
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.animFrameTimer = 0.0f,
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};
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@ -34,7 +36,9 @@ Player* SpawnPlayer(Vector location) {
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void PlayerStart(Player* self) {}
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void PlayerUpdate(Player* self, float deltaTime) {}
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void PlayerUpdate(Player* self, float deltaTime) {
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state_machine_update(self->animationStateMachine, deltaTime);
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}
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void PlayerDestroy(Player* self) {
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state_machine_destroy(self->animationStateMachine);
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@ -59,11 +63,12 @@ const State* PlayerAnimationUpdate(Player* self, float deltaTime) {
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self->animFrameTimer += deltaTime;
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if (self->animFrameTimer > self->animFrameInterval) {
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size_t nextFrame = sprite_get_tile(self->sprite) + 1;
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self->animFrameTimer = 0.f;
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size_t nextFrame = self->animFrame + 8;
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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(); // TODO!
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return PlayerIdle();
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}
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}
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@ -11,8 +11,11 @@
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typedef struct Player {
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Transform transform;
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unsigned short faceDirection;
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StateMachine* animationStateMachine;
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size_t animFrame;
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float animFrameTimer;
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float animFrameInterval;
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