feat: added animation events to animation_sprite
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@ -1,47 +1,63 @@
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#include "animation_sprite.h"
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#include "debug.h"
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#include "program.h"
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#include "list.h"
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struct AnimationSprite {
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Spritesheet* sheet;
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Sprite* sprite_target;
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Spritesheet *sheet;
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Sprite *sprite_target;
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AnimationSpriteLoopMode loop_mode;
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float frame_interval;
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float start_time;
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size_t event_index;
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List events;
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};
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AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate, AnimationSpriteLoopMode loop_mode) {
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AnimationSprite* self = malloc(sizeof(AnimationSprite));
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AnimationSprite *animation_sprite_new(Sprite *target_sprite, Spritesheet *sheet,
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float framerate, AnimationSpriteLoopMode loop_mode,
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AnimationEvent *events, size_t event_count) {
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AnimationSprite *self = malloc(sizeof(AnimationSprite));
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ASSERT_RETURN(self != NULL, NULL, "Failed to allocate memory for AnimationSprite");
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*self = (AnimationSprite){
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.sheet = sheet,
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.frame_interval = 1.0f / framerate,
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.loop_mode = loop_mode,
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.start_time = game_time(),
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.sprite_target = target_sprite
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.sprite_target = target_sprite,
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.event_index = 0,
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.events = list_with_len(sizeof(AnimationEvent), event_count),
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};
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if(event_count > 0) {
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memcpy(self->events.data, events, sizeof(AnimationEvent) * event_count);
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self->events.len = event_count;
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}
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return self;
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}
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void animation_sprite_destroy(AnimationSprite* self) {
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void animation_sprite_destroy(AnimationSprite *self) {
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spritesheet_destroy(self->sheet);
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free(self);
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}
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void animation_sprite_play_from(AnimationSprite* self, float normalized_time) {
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void animation_sprite_reset(AnimationSprite *self) {
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self->start_time = game_time();
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}
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void animation_sprite_play_from(AnimationSprite *self, float normalized_time) {
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self->start_time = game_time() - normalized_time * animation_sprite_get_length(self);
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}
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void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
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void animation_sprite_draw(AnimationSprite *self, Transform *transform) {
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const size_t frame_count = spritesheet_get_tile_count(self->sheet);
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const float time = game_time() - self->start_time;
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size_t frame = (size_t)(time / self->frame_interval);
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switch(self->loop_mode) {
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case LoopMode_Stop:
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if(frame >= frame_count)
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frame = frame_count - 1;
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case LoopMode_Hide:
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if(frame >= frame_count)
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return;
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@ -55,9 +71,6 @@ void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
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if(frame >= frame_count)
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frame = frame_count - (frame - frame_count);
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return;
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case LoopMode_Stop:
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if(frame >= frame_count)
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frame = frame_count - 1;
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}
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sprite_set_spritesheet(self->sprite_target, self->sheet);
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@ -65,26 +78,37 @@ void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
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sprite_draw(self->sprite_target, *transform);
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}
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float animation_sprite_get_length(AnimationSprite* self) {
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void animation_sprite_update_events(AnimationSprite *self) {
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const float current_time = game_time() - self->start_time;
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for(;self->event_index <= self->events.len; ++self->event_index) {
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AnimationEvent *event = list_at_as(AnimationEvent, &self->events, self->event_index);
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if(event->time < current_time)
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return;
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else
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event->fn(event->target, event->arg.data);
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}
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}
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float animation_sprite_get_length(AnimationSprite *self) {
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return (float)spritesheet_get_tile_count(self->sheet) * self->frame_interval;
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}
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void animation_sprite_set_framerate(AnimationSprite* self, float framerate) {
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void animation_sprite_set_framerate(AnimationSprite *self, float framerate) {
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self->frame_interval = 1.0f / framerate;
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}
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float animation_sprite_get_framerate(const AnimationSprite* self) {
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float animation_sprite_get_framerate(const AnimationSprite *self) {
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return 1.0f / self->frame_interval;
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}
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Sprite* animation_sprite_get_sprite(AnimationSprite* self) {
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Sprite *animation_sprite_get_sprite(AnimationSprite *self) {
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return self->sprite_target;
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}
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float animation_sprite_get_time(AnimationSprite* self) {
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float animation_sprite_get_time(AnimationSprite *self) {
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return game_time() - self->start_time;
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}
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float animation_sprite_get_time_normalized(AnimationSprite* self) {
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float animation_sprite_get_time_normalized(AnimationSprite *self) {
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return animation_sprite_get_time(self) / animation_sprite_get_length(self);
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}
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@ -1,6 +1,7 @@
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#ifndef _fencer_animation_sprite_h
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#define _fencer_animation_sprite_h
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#include "drop.h"
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#include "sprite.h"
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#include "spritesheet.h"
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@ -11,19 +12,31 @@ typedef enum AnimationSpriteLoopMode {
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LoopMode_PingPong,
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} AnimationSpriteLoopMode;
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typedef void (*AnimationEventFn)(void *object, void *arg);
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typedef struct AnimationEvent {
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float time;
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void *target;
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Drop arg;
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AnimationEventFn fn;
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} AnimationEvent;
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typedef struct AnimationSprite AnimationSprite;
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extern AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate, AnimationSpriteLoopMode loop_mode);
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extern void animation_sprite_destroy(AnimationSprite* self);
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extern AnimationSprite *animation_sprite_new(Sprite *target_sprite, Spritesheet *sheet, float framerate, AnimationSpriteLoopMode loop_mode, AnimationEvent *events, size_t event_count);
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extern void animation_sprite_destroy(AnimationSprite *self);
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extern void animation_sprite_play_from(AnimationSprite* self, float normalized_time);
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extern void animation_sprite_draw(AnimationSprite* self, Transform* transform);
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extern void animation_sprite_reset(AnimationSprite *self);
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extern void animation_sprite_play_from(AnimationSprite *self, float normalized_time);
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extern void animation_sprite_draw(AnimationSprite *self, Transform *transform);
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extern float animation_sprite_get_length(AnimationSprite* self);
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extern void animation_sprite_set_framerate(AnimationSprite* self, float framerate);
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extern float animation_sprite_get_framerate(const AnimationSprite* self);
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extern Sprite* animation_sprite_get_sprite(AnimationSprite* self);
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extern float animation_sprite_get_time(AnimationSprite* self);
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extern float animation_sprite_get_time_normalized(AnimationSprite* self);
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extern void animation_sprite_update_events(AnimationSprite *self);
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extern float animation_sprite_get_length(AnimationSprite *self);
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extern void animation_sprite_set_framerate(AnimationSprite *self, float framerate);
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extern float animation_sprite_get_framerate(const AnimationSprite *self);
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extern Sprite *animation_sprite_get_sprite(AnimationSprite *self);
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extern float animation_sprite_get_time(AnimationSprite *self);
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extern float animation_sprite_get_time_normalized(AnimationSprite *self);
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#endif // !_fencer_animation_sprite_h
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@ -75,9 +75,9 @@ Enemy* MakeEnemy() {
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sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
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// load and configure animations
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self->idleAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
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self->walkAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
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self->hurtAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Hurt.png", IVectorFrom(512)), 5.f, LoopMode_Stop);
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self->idleAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop, NULL, 0);
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self->walkAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 1.5f, LoopMode_Loop, NULL, 0);
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self->hurtAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Hurt.png", IVectorFrom(512)), 5.f, LoopMode_Stop, NULL, 0);
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self->behaviour = state_machine_init(self, EnemyIdle());
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return self;
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@ -93,6 +93,7 @@ Player* MakePlayer() {
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.slide = NULL,
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.animationStateMachine = NULL,
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.boxes = malloc(sizeof(Hurtbox) * 3),
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.pushInputTimer = 0.f,
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.inputLog = list_from_type(PlayerInputFrame),
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@ -117,15 +118,15 @@ Player* MakePlayer() {
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sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
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// load and configure animations
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self->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
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self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 5.f, LoopMode_Loop);
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self->jump = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jumping.png", IVectorFrom(512)), 1.f, LoopMode_Stop);
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self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
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self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
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self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 12.f, LoopMode_Stop);
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self->slash = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slash.png", IVectorFrom(512)), 12.f, LoopMode_Stop);
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self->air_heavy = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Air_Heavy.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
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self->slide = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slide.png", IVectorFrom(512)), 1.f, LoopMode_Loop);
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self->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop, NULL, 0);
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self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 5.f, LoopMode_Loop, NULL, 0);
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self->jump = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jumping.png", IVectorFrom(512)), 1.f, LoopMode_Stop, NULL, 0);
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self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop, NULL, 0);
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self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(512)), 10.f, LoopMode_Stop, NULL, 0);
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self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 12.f, LoopMode_Stop, NULL, 0);
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self->slash = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slash.png", IVectorFrom(512)), 12.f, LoopMode_Stop, NULL, 0);
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self->air_heavy = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Air_Heavy.png", IVectorFrom(512)), 10.f, LoopMode_Stop, NULL, 0);
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self->slide = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slide.png", IVectorFrom(512)), 1.f, LoopMode_Loop, NULL, 0);
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self->animationStateMachine = state_machine_init(self, PlayerIdle());
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@ -1,6 +1,7 @@
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#ifndef FIGHT_PLAYER_H
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#define FIGHT_PLAYER_H
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#include "Hurtbox.h"
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#include "dictionary.h"
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#include "state_machine.h"
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#include "mirror.h"
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@ -56,9 +57,9 @@ typedef struct Player {
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AnimationSprite* slide;
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StateMachine* animationStateMachine;
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Hurtbox *boxes;
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AnimationSprite* currentAnimation;
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float pushInputTimer;
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List inputLog;
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PlayerInputFrame nextInputFrame;
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