From ece2a24a78b77c94d3b918a220378819a1fb14c8 Mon Sep 17 00:00:00 2001 From: Sara Date: Sun, 26 Nov 2023 13:32:13 +0100 Subject: [PATCH] chore: removed tabs from whitespace-only lines --- game/src/Player.c | 20 ++++++++++---------- game/src/Player.h | 10 +++++----- game/src/PlayerStates.c | 10 +++++----- 3 files changed, 20 insertions(+), 20 deletions(-) diff --git a/game/src/Player.c b/game/src/Player.c index 06265ac..bb3254f 100644 --- a/game/src/Player.c +++ b/game/src/Player.c @@ -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); } diff --git a/game/src/Player.h b/game/src/Player.h index be0c642..5047c56 100644 --- a/game/src/Player.h +++ b/game/src/Player.h @@ -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; diff --git a/game/src/PlayerStates.c b/game/src/PlayerStates.c index b7a9d5b..bec1f0e 100644 --- a/game/src/PlayerStates.c +++ b/game/src/PlayerStates.c @@ -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); }