feat: PlayerAttackInput is now PlayerJabInput, added PlayerHeavyInput
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@ -38,9 +38,18 @@ impl_PhysicsEntity_for(Player,
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static inline
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void Internal_PlayerInitInput(Player* self) {
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playerinput_add(self->playerInput, CompositeAxis1D_as_InputAxis(compositeaxis1d_from_keys(SDL_SCANCODE_A, SDL_SCANCODE_D)), (InputDelegateFn)PlayerHorizontalInput);
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playerinput_add(self->playerInput, CompositeAxis1D_as_InputAxis(compositeaxis1d_from_keys(SDL_SCANCODE_S, SDL_SCANCODE_W)), (InputDelegateFn)PlayerVerticalInput);
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playerinput_add(self->playerInput, KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_J)), (InputDelegateFn)PlayerAttackInput);
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playerinput_add(self->playerInput,
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CompositeAxis1D_as_InputAxis(compositeaxis1d_from_keys(SDL_SCANCODE_A, SDL_SCANCODE_D)),
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(InputDelegateFn)PlayerHorizontalInput);
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playerinput_add(self->playerInput,
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CompositeAxis1D_as_InputAxis(compositeaxis1d_from_keys(SDL_SCANCODE_S, SDL_SCANCODE_W)),
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(InputDelegateFn)PlayerVerticalInput);
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playerinput_add(self->playerInput,
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_J)),
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(InputDelegateFn)PlayerJabInput);
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playerinput_add(self->playerInput,
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_K)),
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(InputDelegateFn)PlayerHeavyInput);
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}
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Player* MakePlayer() {
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@ -125,7 +134,12 @@ void PlayerVerticalInput(Player* self, InputEvent value) {
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self->moveInput.y = -value.as_float;
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}
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void PlayerAttackInput(Player* self, InputEvent value) {
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void PlayerJabInput(Player* self, InputEvent value) {
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if(value.as_bool)
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self->attackInput = 1;
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}
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void PlayerHeavyInput(Player* self, InputEvent value) {
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if(value.as_bool)
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self->attackInput = 1;
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}
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@ -46,7 +46,8 @@ void DestroyPlayer(Player* self);
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void PlayerHorizontalInput(Player* self, InputEvent value);
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void PlayerVerticalInput(Player* self, InputEvent value);
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void PlayerAttackInput(Player* self, InputEvent value);
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void PlayerJabInput(Player* self, InputEvent value);
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void PlayerHeavyInput(Player* self, InputEvent value);
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void PlayerStart(Player* self);
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void PlayerUpdate(Player* self, float deltaTime);
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