chore: removed tabs from whitespace-only lines

This commit is contained in:
Sara 2023-11-26 13:32:13 +01:00
parent b1a4fa2f0a
commit ece2a24a78
3 changed files with 20 additions and 20 deletions

View file

@ -25,7 +25,7 @@ void Internal_PlayerInitInput(Player* self) {
Player* MakePlayer() {
Player* self = malloc(sizeof(Player));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate space for new Player instance");
*self = (Player) {
.transform = IdentityTransform,
@ -47,7 +47,7 @@ Player* MakePlayer() {
.animationStateMachine = NULL,
};
self->rigidbody = rigidbody_make(Player_as_Transformable(self));
self->physicsCollider = collider_new(Player_as_PhysicsEntity(self), shape_new((Vector[]){
MakeVector(-0.2, -0.065),
@ -55,26 +55,26 @@ Player* MakePlayer() {
MakeVector( 0.2, 0.065),
MakeVector(-0.2, 0.065)
}, 4), 0, PHYSICS_LAYER_DEFAULT);
sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
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;
}
Player* SpawnPlayer(Vector location) {
Player* self = MakePlayer();
self->transform.position = location;
game_world_add_entity(Player_as_BehaviourEntity(self));
physics_world_add_entity(Player_as_PhysicsEntity(self));
Internal_PlayerInitInput(self);
return self;
}
@ -82,15 +82,15 @@ Player* SpawnPlayer(Vector location) {
void DestroyPlayer(Player* self) {
collider_destroy(self->physicsCollider);
rigidbody_destroy(self->rigidbody);
playerinput_drop(self->playerInput);
animation_sprite_destroy(self->idle);
animation_sprite_destroy(self->walk);
animation_sprite_destroy(self->jab_a);
animation_sprite_destroy(self->jab_b);
sprite_destroy(self->sprite);
state_machine_destroy(self->animationStateMachine);
}

View file

@ -16,15 +16,15 @@ extern const Vector PLAYER_SPEED;
typedef struct Player {
Transform transform;
RigidBody* rigidbody;
Collider* physicsCollider;
PlayerInput* playerInput;
Vector moveInput;
int attackInput;
int facing;
Sprite* sprite;
@ -35,7 +35,7 @@ typedef struct Player {
AnimationSprite* jab_b;
StateMachine* animationStateMachine;
AnimationSprite* currentAnimation;
} Player;

View file

@ -24,7 +24,6 @@ const State* PlayerIdleUpdate(Player* self, float deltaTime) {
return PlayerWalk();
if(self->attackInput)
return PlayerJabA();
return PlayerIdle();
}
@ -35,7 +34,7 @@ void PlayerWalk_Enter(Player* self) {
const State* PlayerWalk_Update(Player* self, float deltaTime) {
rigidbody_set_velocity(self->rigidbody, vmulf(vnormalizedf(self->moveInput), PLAYER_SPEED));
if(veqf(self->moveInput, ZeroVector))
return PlayerIdle();
if(self->attackInput)
@ -54,9 +53,10 @@ void PlayerJabA_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->jab_a;
animation_sprite_play_from(self->currentAnimation, 0.f);
Collider* found = physics_world_box_query(vaddf(self->transform.position, MakeVector(self->facing * (0.2f + 0.05f), 0.f)),
MakeVector(0.05f, 0.06f), PHYSICS_LAYER_DEFAULT, self->rigidbody);
Collider* found = physics_world_box_query(vaddf(self->transform.position, MakeVector(self->facing * (0.2f + 0.1f), 0.f)),
MakeVector(0.1f, 0.06f), PHYSICS_LAYER_DEFAULT, self->rigidbody);
if(found != NULL)
LOG_INFO("Query returned %p", found);
}