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

View file

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

View file

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