Add simple player transition logic Stand<->Run

scene_man
En Yi 2023-05-23 21:17:36 +08:00
parent bc7f9ef777
commit 237bee41a9
1 changed files with 7 additions and 1 deletions

View File

@ -2,6 +2,7 @@
#include "constants.h"
#include <stdio.h>
#include <string.h>
#include "raymath.h"
#define N_PLAYER_SPRITES 2
enum PlayerSpriteEnum
@ -14,7 +15,12 @@ static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
static unsigned int player_sprite_transition_func(Entity_t* ent)
{
return SPR_PLAYER_RUN;
CTransform_t* p_ctrans = get_component(ent, CTRANSFORM_COMP_T);
if (Vector2LengthSqr(p_ctrans->velocity) > 10000.0f)
{
return SPR_PLAYER_RUN;
}
return SPR_PLAYER_STAND;
}
Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)