fix: PlayerIdleUpdate return value is now const State* in line with DefineState requirements

This commit is contained in:
Sara 2023-11-23 09:15:16 +01:00
parent 3e0490d5bf
commit f7607f71ab
2 changed files with 3 additions and 11 deletions

View file

@ -50,11 +50,8 @@ Player* MakePlayer() {
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));
return self; return self;
} }
@ -106,12 +103,7 @@ void PlayerIdleEnter(Player* self) {
self->sprite = sprite_from_spritesheet(self->stand, 0); self->sprite = sprite_from_spritesheet(self->stand, 0);
} }
void PlayerIdleUpdate(Player* self, float deltaTime) { const State* PlayerIdleUpdate(Player* self, float deltaTime) {
PlayerAnimationUpdate(self, deltaTime); PlayerAnimationUpdate(self, deltaTime);
return PlayerIdle();
if(sprite_get_time_normalized(self->sprite)) {
return PlayerIdle();
} else {
return PlayerIdle();
}
} }

View file

@ -66,7 +66,7 @@ extern const State* PlayerAnimationUpdate(Player* player, float deltaTime);
extern void PlayerAnimationExit(Player* player); extern void PlayerAnimationExit(Player* player);
extern void PlayerIdleEnter(Player* player); extern void PlayerIdleEnter(Player* player);
extern void PlayerIdleUpdate(Player* player, float deltaTime); extern const State* PlayerIdleUpdate(Player* player, float deltaTime);
DefineState(PlayerIdle, Player, DefineState(PlayerIdle, Player,
PlayerIdleEnter, PlayerIdleEnter,