fencer/game/src/PlayerStates.h
2024-01-21 22:12:40 +01:00

94 lines
2.2 KiB
C

#ifndef FIGHT_PLAYER_STATES_H
#define FIGHT_PLAYER_STATES_H
#include "state.h"
typedef struct Player Player;
extern void PlayerAnimationExit(Player* self);
extern void PlayerIdleEnter(Player* self);
extern const State* PlayerIdleUpdate(Player* self, float deltaTime);
DefineState(PlayerIdle, Player,
PlayerIdleEnter,
PlayerIdleUpdate,
PlayerAnimationExit
)
extern void PlayerWalk_Enter(Player* self);
extern const State* PlayerWalk_Update(Player* self, float deltaTime);
DefineState(PlayerWalk, Player,
PlayerWalk_Enter,
PlayerWalk_Update,
PlayerAnimationExit
)
extern void PlayerAttackEnter(Player* self);
extern void PlayerJabA_Enter(Player* self);
extern const State* PlayerJabA_Update(Player* self, float deltaTime);
DefineState(PlayerJabA, Player,
PlayerJabA_Enter,
PlayerJabA_Update,
PlayerAnimationExit
)
extern void PlayerJabB_Enter(Player* self);
extern const State* PlayerJabB_Update(Player* self, float deltaTime);
DefineState(PlayerJabB, Player,
PlayerJabB_Enter,
PlayerJabB_Update,
PlayerAnimationExit
)
extern void PlayerKickA_Enter(Player* self);
extern const State* PlayerKickA_Update(Player* self, float deltaTime);
DefineState(PlayerKickA, Player,
PlayerKickA_Enter,
PlayerKickA_Update,
PlayerAnimationExit
)
extern void PlayerSlash_Enter(Player* self);
extern const State* PlayerSlash_Update(Player* self, float deltaTime);
DefineState(PlayerSlash, Player,
PlayerSlash_Enter,
PlayerSlash_Update,
PlayerAnimationExit
)
extern void PlayerSlide_Enter(Player* self);
extern const State* PlayerSlide_Update(Player* self, float deltaTime);
DefineState(PlayerSlide, Player,
PlayerSlide_Enter,
PlayerSlide_Update,
PlayerAnimationExit
)
extern void PlayerJump_Enter(Player *self);
extern const State* PlayerJump_Update(Player* self, float deltaTime);
DefineState(PlayerJump, Player,
PlayerJump_Enter,
PlayerJump_Update,
PlayerAnimationExit
)
extern void PlayerAirHeavy_Enter(Player* self);
extern const State* PlayerAirHeavy_Update(Player* self, float deltaTime);
DefineState(PlayerAirHeavy, Player,
PlayerAirHeavy_Enter,
PlayerAirHeavy_Update,
PlayerAnimationExit
)
#endif // !FIGHT_PLAYER_STATES_H