fencer/game/src/PlayerStates.c

263 lines
8.2 KiB
C

#include "PlayerStates.h"
#include "Hurtbox.h"
#include "Damagable.h"
#include "Player.h"
#include "animation_sprite.h"
// flip the facing direction of the player based on input
// does not do movement
static inline
void InternalSpriteFlipWithMovement(Player* self) {
if(self->moveInput.x > 0.f)
self->facing = 1;
if(self->moveInput.x < -0.1f)
self->facing = -1;
sprite_flip_horizontal(self->sprite, self->facing != 1);
}
void PlayerAnimationExit(Player* self) {
self->animationTriggers = 0;
self->attackInput = 0;
}
static
const State* PlayerTryStartNewChain(Player* self, const State* fallback) {
if(self->attackInput == 1) {
return PlayerJabA();
}
if(self->attackInput == 2) {
if(self->height > 0.f)
return PlayerAirHeavy();
else if(PlayerInputIsQuarterCircleForward(self))
return PlayerSlide();
else
return PlayerSlash();
}
return fallback;
}
void PlayerIdleEnter(Player* self) {
self->currentAnimation = self->idle;
rigidbody_set_velocity(self->rigidbody, ZeroVector);
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerIdleUpdate(Player* self, float deltaTime) {
if(!veqf(self->moveInput, ZeroVector))
return PlayerWalk();
if(self->jumpInput)
return PlayerJump();
return PlayerTryStartNewChain(self, PlayerIdle());
}
void PlayerWalk_Enter(Player* self) {
self->currentAnimation = self->walk;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
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->jumpInput)
return PlayerJump();
InternalSpriteFlipWithMovement(self);
return PlayerTryStartNewChain(self, PlayerWalk());
}
void PlayerAttackEnter(Player* self) {
self->attackInput = 0;
rigidbody_set_velocity(self->rigidbody, ZeroVector);
InternalSpriteFlipWithMovement(self);
}
static
void PlayerHurtbox(Player* self, DamageEventData damage, Vector hitbox_size, Vector offset) {
Hurtbox box = {
.owner = Player_as_BehaviourEntity(self),
.damage = damage,
.size = hitbox_size,
.offset = vaddf(offset, MakeVector(0.f, self->height)),
.depth_extent = 0.15f,
};
HurtboxCast(&box, self->facing, NULL);
}
void PlayerJabA_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->jab_a;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerJabA_Update(Player* self, float deltaTime) {
const static DamageEventData damage = {
.damageAmount = 1,
.knockdown = 0,
.stun = 0.15f,
.knockback = 7.0f,
};
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
if(self->animationTriggers == 0 && ntime > 0.33f) {
PlayerHurtbox(self, damage, MakeVector(0.1f, 0.1f), MakeVector(0.265f, -0.6f));
++self->animationTriggers;
}
if(ntime > 1.0f) {
if(self->attackInput == 1)
return PlayerJabB();
else if(self->attackInput == 2)
return PlayerKickA();
}
if(!veqf(self->moveInput, ZeroVector) && ntime > 1.05f)
return PlayerWalk();
if(ntime >= 1.5f)
return PlayerIdle();
return PlayerJabA();
}
void PlayerJabB_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->jab_b;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerJabB_Update(Player* self, float deltaTime) {
static const DamageEventData damage = {
.damageAmount = 1,
.knockdown = 0,
.stun = 0.15f,
.knockback = 7.0f,
};
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
const size_t frame = sprite_get_tile(self->sprite);
if(self->animationTriggers == 0 && ntime > 0.33f) {
PlayerHurtbox(self, damage, MakeVector(0.13f, 0.05f), MakeVector(0.32f, -0.7f));
++self->animationTriggers;
}
if(ntime > 1.0f && self->attackInput == 1)
return PlayerKickA();
if(!veqf(self->moveInput, ZeroVector) && ntime > 1.05f)
return PlayerWalk();
if(ntime >= 2.0f)
return PlayerIdle();
return PlayerJabB();
}
void PlayerKickA_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->kick_a;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerKickA_Update(Player* self, float deltaTime) {
static const DamageEventData damage = {
.damageAmount = 2,
.knockdown = 1,
.stun = 0.5f,
.knockback = 15.0f,
};
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
const size_t frame = sprite_get_tile(self->sprite);
if(frame >= 3 && frame <= 4) {
PlayerHurtbox(self, damage, MakeVector(0.16f, 0.06f), MakeVector(0.33f, -0.4f));
}
if(ntime >= 1.f)
return PlayerIdle();
return PlayerKickA();
}
void PlayerSlash_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->slash;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerSlash_Update(Player* self, float deltaTime) {
static const DamageEventData damage = {
.damageAmount = 2,
.knockdown = 0,
.stun = 0.5f,
.knockback = 4.f
};
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
const size_t frame = sprite_get_tile(self->sprite);
if(frame >= 2 && self->animationTriggers == 0) {
++self->animationTriggers;
PlayerHurtbox(self, damage, MakeVector(0.4f, 0.1f), MakeVector(0.2f, -0.7f));
}
if(!veqf(self->moveInput, ZeroVector) && ntime > 1.05f)
return PlayerWalk();
if(ntime >= 1.f)
return PlayerIdle();
return PlayerSlash();
}
void PlayerSlide_Enter(Player* self) {
PlayerAttackEnter(self);
self->currentAnimation = self->slide;
// adjust for the downward motion of the quartercircle
Transform* trans = rigidbody_get_transform(self->rigidbody);
trans->position.y -= 0.03f;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerSlide_Update(Player* self, float deltaTime) {
static const DamageEventData damage = {
.damageAmount = 3,
.knockdown = 1,
.stun = 0.1f,
.knockback = 17.0f,
};
static const float duration = 0.2f;
static const float speed = 4.f;
const float time = animation_sprite_get_time(self->currentAnimation);
rigidbody_set_velocity(self->rigidbody, MakeVector(self->facing * speed, -0.05f));
if(time > duration)
return PlayerIdle();
if(time > 0.1f) {
PlayerHurtbox(self, damage, MakeVector(0.2f, 0.15f), MakeVector(0.21f, -0.6f));
}
return PlayerSlide();
}
void PlayerJump_Enter(Player* self) {
if(self->jumpInput) {
self->jumpInput = 0;
self->currentAnimation = self->jump;
self->verticalVelocity = 3.f;
}
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerJump_Update(Player* self, float deltaTime) {
self->verticalVelocity -= 5.f * deltaTime;
if(self->height == 0.f) {
self->verticalVelocity = 0.f;
return PlayerIdle();
}
if(self->attackInput == 2)
return PlayerAirHeavy();
return PlayerJump();
}
void PlayerAirHeavy_Enter(Player* self) {
self->currentAnimation = self->air_heavy;
animation_sprite_play_from(self->currentAnimation, 0.f);
}
const State* PlayerAirHeavy_Update(Player* self, float deltaTime) {
const static DamageEventData damage = {
.damageAmount = 4,
.knockdown = 1,
.stun = 0.75f,
.knockback = 0.15f
};
const float ntime = animation_sprite_get_time_normalized(self->currentAnimation);
size_t frame = sprite_get_tile(self->sprite);
if(frame == 1) PlayerHurtbox(self, damage, MakeVector(0.12f, 0.12f), MakeVector(0.12f, -0.48f));
const State* result = PlayerJump_Update(self, deltaTime);
return (result == PlayerJump()) ? PlayerAirHeavy() : result;
}