feat(player): players state machine is now it's own file

This commit is contained in:
Sara 2023-11-24 19:08:48 +01:00
parent 70a64dfc77
commit eb871a9d5f
4 changed files with 140 additions and 114 deletions

View file

@ -1,10 +1,10 @@
#include "Player.h"
#include "PlayerStates.h"
#include "debug.h"
#include "game_world.h"
#include "input_axis.h"
#define WALK_SPEED_H 1.f
#define WALK_SPEED_V 0.75f
const Vector PLAYER_SPEED = MakeVector(1.0f, 0.70f);
static inline
void Internal_PlayerInitInput(Player* self) {
@ -36,11 +36,14 @@ Player* MakePlayer() {
.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->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 5.f, LoopMode_Loop);
self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
self->animationStateMachine = state_machine_init(self, PlayerIdle());
return self;
}
@ -60,11 +63,11 @@ void DestroyPlayer(Player* self) {
}
void PlayerHorizontalInput(Player* self, InputEvent value) {
self->moveInput.x = value.as_float * WALK_SPEED_H;
self->moveInput.x = value.as_float;
}
void PlayerVerticalInput(Player* self, InputEvent value) {
self->moveInput.y = -value.as_float * WALK_SPEED_V;
self->moveInput.y = -value.as_float;
}
void PlayerAttackInput(Player* self, InputEvent value) {
@ -81,71 +84,3 @@ void PlayerUpdate(Player* self, float 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();
}

View file

@ -10,6 +10,8 @@
#include "transform.h"
#include "player_input.h"
extern const Vector PLAYER_SPEED;
typedef struct Player {
Transform transform;
@ -52,42 +54,4 @@ impl_BehaviourEntity_for(Player,
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

79
game/src/PlayerStates.c Normal file
View file

@ -0,0 +1,79 @@
#include "PlayerStates.h"
#include "Player.h"
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(vmulf(vnormalizedf(self->moveInput), PLAYER_SPEED), deltaTime));
return PlayerWalk();
}
void PlayerAttackEnter(Player* self) {
self->attackInput = 0;
PlayerWalk_Update(self, 0.f);
}
void PlayerJabA_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->jab_a;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerJabA_Update(Player* self, float deltaTime) {
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
if(ntime >= 2.0f)
return PlayerIdle();
if(self->attackInput && ntime > 1.0f)
return PlayerJabB();
if(!veqf(self->moveInput, ZeroVector) && ntime > 1.05f)
return PlayerWalk();
return PlayerJabA();
}
void PlayerJabB_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->jab_b;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerJabB_Update(Player* self, float deltaTime) {
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
if(ntime >= 2.f)
return PlayerIdle();
if(self->attackInput && ntime > 1.1f)
return PlayerJabA();
if(!veqf(self->moveInput, ZeroVector) && ntime > 1.05f)
return PlayerWalk();
return PlayerJabB();
}

48
game/src/PlayerStates.h Normal file
View file

@ -0,0 +1,48 @@
#ifndef FIGHT_PLAYER_STATES_H
#define FIGHT_PLAYER_STATES_H
#include "state.h"
typedef struct Player Player;
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 PlayerAttackEnter(Player* self);
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_STATES_H