feat(game): added player

This commit is contained in:
Sara 2023-11-24 16:22:59 +01:00
parent 7d1bce119b
commit d1870e7a19
2 changed files with 244 additions and 0 deletions

151
game/src/Player.c Normal file
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#include "Player.h"
#include "debug.h"
#include "game_world.h"
#include "input_axis.h"
#define WALK_SPEED_H 1.f
#define WALK_SPEED_V 0.75f
static inline
void Internal_PlayerInitInput(Player* self) {
playerinput_add(self->playerInput, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_A)),
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_D)),
InputEvent_Float)), (InputDelegateFn)PlayerHorizontalInput);
playerinput_add(self->playerInput, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_S)),
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_W)),
InputEvent_Float)), (InputDelegateFn)PlayerVerticalInput);
playerinput_add(self->playerInput, KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_J)), (InputDelegateFn)PlayerAttackInput);
}
Player* MakePlayer() {
Player* self = malloc(sizeof(Player));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate space for new Player instance");
*self = (Player) {
.transform = IdentityTransform,
.playerInput = playerinput_new(self, -1),
.moveInput = ZeroVector,
.attackInput = 0,
.sprite = sprite_new_empty(),
.idle = NULL,
.walk = NULL,
.jab_a = NULL,
.jab_b = NULL,
.animationStateMachine = NULL,
};
sprite_set_origin(self->sprite, MakeVector(0.45f, 1.f));
self->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(522)), 1.5f);
self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(522)), 5.f);
self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(522)), 10.f);
self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(522)), 10.f);
self->animationStateMachine = state_machine_init(self, PlayerIdle());
return self;
}
Player* SpawnPlayer(Vector location) {
Player* self = MakePlayer();
self->transform.position = location;
game_world_add_entity(Player_as_BehaviourEntity(self));
Internal_PlayerInitInput(self);
return self;
}
void DestroyPlayer(Player* self) {
playerinput_drop(self->playerInput);
animation_sprite_destroy(self->idle);
animation_sprite_destroy(self->walk);
state_machine_destroy(self->animationStateMachine);
}
void PlayerHorizontalInput(Player* self, InputEvent value) {
self->moveInput.x = value.as_float * WALK_SPEED_H;
}
void PlayerVerticalInput(Player* self, InputEvent value) {
self->moveInput.y = -value.as_float * WALK_SPEED_V;
}
void PlayerAttackInput(Player* self, InputEvent value) {
if(value.as_bool)
self->attackInput = 1;
}
void PlayerStart(Player* self) {}
void PlayerUpdate(Player* self, float deltaTime) {
state_machine_update(self->animationStateMachine, deltaTime);
}
void PlayerDraw(Player* self) {
animation_sprite_draw(self->currentAnimation, &self->transform);
}
void PlayerAnimationExit(Player* self) {}
void PlayerIdleEnter(Player* self) {
self->currentAnimation = self->idle;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerIdleUpdate(Player* self, float deltaTime) {
if(!veqf(self->moveInput, ZeroVector))
return PlayerWalk();
if(self->attackInput)
return PlayerJabA();
return PlayerIdle();
}
void PlayerWalk_Enter(Player* self) {
self->currentAnimation = self->walk;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerWalk_Update(Player* self, float deltaTime) {
if(veqf(self->moveInput, ZeroVector))
return PlayerIdle();
if(self->attackInput)
return PlayerJabA();
if(self->moveInput.x > 0.f)
sprite_flip_horizontal(self->sprite, 0);
if(self->moveInput.x < -0.1f)
sprite_flip_horizontal(self->sprite, 1);
self->transform.position = vaddf(self->transform.position, vmulff(self->moveInput, deltaTime));
return PlayerWalk();
}
void PlayerJabA_Enter(Player* self) {
self->attackInput = 0;
self->currentAnimation = self->jab_a;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerJabA_Update(Player* self, float deltaTime) {
if(animation_sprite_get_time_normalized(self->currentAnimation) >= 2.0f) {
if(self->attackInput)
return PlayerJabB();
else
return PlayerIdle();
}
return PlayerJabA();
}
void PlayerJabB_Enter(Player* self) {
self->attackInput = 0;
self->currentAnimation = self->jab_b;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerJabB_Update(Player* self, float deltaTime) {
if(animation_sprite_get_time_normalized(self->currentAnimation) >= 2.0f) {
return PlayerIdle();
}
return PlayerJabB();
}

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game/src/Player.h Normal file
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#ifndef FIGHT_PLAYER_H
#define FIGHT_PLAYER_H
#include "state_machine.h"
#include "state.h"
#include "behaviour_entity.h"
#include "animation_sprite.h"
#include "input.h"
#include "vmath.h"
#include "transform.h"
#include "player_input.h"
typedef struct Player {
Transform transform;
PlayerInput* playerInput;
Vector moveInput;
int attackInput;
Sprite* sprite;
AnimationSprite* idle;
AnimationSprite* walk;
AnimationSprite* jab_a;
AnimationSprite* jab_b;
StateMachine* animationStateMachine;
AnimationSprite* currentAnimation;
} Player;
Player* MakePlayer();
Player* SpawnPlayer(Vector location);
void DestroyPlayer(Player* self);
void PlayerHorizontalInput(Player* self, InputEvent value);
void PlayerVerticalInput(Player* self, InputEvent value);
void PlayerAttackInput(Player* self, InputEvent value);
void PlayerStart(Player* self);
void PlayerUpdate(Player* self, float deltaTime);
void PlayerDraw(Player* self);
impl_Drop_for(Player,
DestroyPlayer
)
impl_BehaviourEntity_for(Player,
PlayerStart,
PlayerUpdate,
PlayerDraw
)
void PlayerAnimationExit(Player* self);
void PlayerIdleEnter(Player* self);
const State* PlayerIdleUpdate(Player* self, float deltaTime);
DefineState(PlayerIdle, Player,
PlayerIdleEnter,
PlayerIdleUpdate,
PlayerAnimationExit
)
void PlayerWalk_Enter(Player* self);
const State* PlayerWalk_Update(Player* self, float deltaTime);
DefineState(PlayerWalk, Player,
PlayerWalk_Enter,
PlayerWalk_Update,
PlayerAnimationExit
)
void PlayerJabA_Enter(Player* self);
const State* PlayerJabA_Update(Player* self, float deltaTime);
DefineState(PlayerJabA, Player,
PlayerJabA_Enter,
PlayerJabA_Update,
PlayerAnimationExit
)
void PlayerJabB_Enter(Player* self);
const State* PlayerJabB_Update(Player* self, float deltaTime);
DefineState(PlayerJabB, Player,
PlayerJabB_Enter,
PlayerJabB_Update,
PlayerAnimationExit
)
#endif // !FIGHT_PLAYER_H