feat: tuned attack hurtboxes for players
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e6055ed4e6
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d98b01c9d6
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@ -89,7 +89,7 @@ const State* PlayerJabA_Update(Player* self, float deltaTime) {
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};
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};
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const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
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const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
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if(self->animationTriggers == 0 && ntime > 0.33f) {
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if(self->animationTriggers == 0 && ntime > 0.33f) {
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PlayerHurtbox(self, damage, MakeVector(0.1f, 0.06f), MakeVector(0.3f, -0.6f));
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PlayerHurtbox(self, damage, MakeVector(0.1f, 0.1f), MakeVector(0.265f, -0.6f));
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++self->animationTriggers;
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++self->animationTriggers;
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}
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}
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if(ntime > 1.0f) {
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if(ntime > 1.0f) {
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@ -121,7 +121,7 @@ const State* PlayerJabB_Update(Player* self, float deltaTime) {
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const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
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const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
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const size_t frame = sprite_get_tile(self->sprite);
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const size_t frame = sprite_get_tile(self->sprite);
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if(self->animationTriggers == 0 && ntime > 0.33f) {
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if(self->animationTriggers == 0 && ntime > 0.33f) {
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PlayerHurtbox(self, damage, MakeVector(0.1f, 0.06f), MakeVector(0.3f, -0.6f));
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PlayerHurtbox(self, damage, MakeVector(0.13f, 0.05f), MakeVector(0.32f, -0.7f));
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++self->animationTriggers;
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++self->animationTriggers;
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}
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}
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if(ntime > 1.0f && self->attackInput == 1)
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if(ntime > 1.0f && self->attackInput == 1)
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@ -189,7 +189,7 @@ void PlayerAirHeavy_Enter(Player* self) {
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const State* PlayerAirHeavy_Update(Player* self, float deltaTime) {
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const State* PlayerAirHeavy_Update(Player* self, float deltaTime) {
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const static DamageEventData damage = {
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const static DamageEventData damage = {
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.damageAmount = 6,
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.damageAmount = 4,
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.knockdown = 1,
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.knockdown = 1,
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.stun = 0.75f,
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.stun = 0.75f,
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.knockback = 0.15f
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.knockback = 0.15f
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