diff --git a/game/src/PlayerStates.c b/game/src/PlayerStates.c index c2946ee..19d0bc2 100644 --- a/game/src/PlayerStates.c +++ b/game/src/PlayerStates.c @@ -84,8 +84,8 @@ const State* PlayerJabA_Update(Player* self, float deltaTime) { const static DamageEventData damage = { .damageAmount = 1, .knockdown = 0, - .stun = 0.1f, - .knockback = 0.05f, + .stun = 0.15f, + .knockback = 0.07f, }; const float ntime = animation_sprite_get_time_normalized(self->currentAnimation); if(self->animationTriggers == 0 && ntime > 0.33f) { @@ -115,10 +115,11 @@ const State* PlayerJabB_Update(Player* self, float deltaTime) { static const DamageEventData damage = { .damageAmount = 1, .knockdown = 0, - .stun = 0.1f, + .stun = 0.15f, .knockback = 0.05f, }; const float ntime = animation_sprite_get_time_normalized(self->currentAnimation); + const size_t frame = sprite_get_tile(self->sprite); if(self->animationTriggers == 0 && ntime > 0.33f) { PlayerHurtbox(self, damage, MakeVector(0.1f, 0.06f), MakeVector(0.3f, -0.6f)); ++self->animationTriggers; @@ -146,12 +147,10 @@ const State* PlayerKickA_Update(Player* self, float deltaTime) { .knockback = 0.15f, }; const float ntime = animation_sprite_get_time_normalized(self->currentAnimation); - if(ntime > 0.6f && self->animationTriggers == 0) { - PlayerHurtbox(self, damage, MakeVector(0.1f, 0.06f), MakeVector(0.3f, -0.4f)); - ++self->animationTriggers; + const size_t frame = sprite_get_tile(self->sprite); + if(frame >= 2 && frame <= 3) { + PlayerHurtbox(self, damage, MakeVector(0.16f, 0.06f), MakeVector(0.33f, -0.4f)); } - if(ntime > 1.0f && self->attackInput == 1) - return PlayerJabA(); if(!veqf(self->moveInput, ZeroVector) && ntime > 1.05f) return PlayerWalk(); if(ntime >= 1.f) @@ -192,14 +191,14 @@ const State* PlayerAirHeavy_Update(Player* self, float deltaTime) { const static DamageEventData damage = { .damageAmount = 6, .knockdown = 1, - .stun = 0.5f, + .stun = 0.75f, .knockback = 0.15f }; const float ntime = animation_sprite_get_time_normalized(self->currentAnimation); - if(ntime > 0.25f && self->animationTriggers == 0) { - PlayerHurtbox(self, damage, MakeVector(0.1f, 0.06f), MakeVector(0.3f, -0.4f)); - ++self->animationTriggers; + size_t frame = sprite_get_tile(self->sprite); + if(frame == 1) { + PlayerHurtbox(self, damage, MakeVector(0.07f, 0.07f), MakeVector(0.3f, -0.38f)); } const State* result = PlayerJump_Update(self, deltaTime); - return result == PlayerJump() ? PlayerAirHeavy() : result; + return (result == PlayerJump()) ? PlayerAirHeavy() : result; }