Add simple player transition logic Stand<->Run
parent
bc7f9ef777
commit
237bee41a9
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@ -2,6 +2,7 @@
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#include "constants.h"
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#include "constants.h"
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#include <stdio.h>
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#include <stdio.h>
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#include <string.h>
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#include <string.h>
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#include "raymath.h"
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#define N_PLAYER_SPRITES 2
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#define N_PLAYER_SPRITES 2
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enum PlayerSpriteEnum
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enum PlayerSpriteEnum
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@ -14,7 +15,12 @@ static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
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static unsigned int player_sprite_transition_func(Entity_t* ent)
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static unsigned int player_sprite_transition_func(Entity_t* ent)
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{
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{
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return SPR_PLAYER_RUN;
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CTransform_t* p_ctrans = get_component(ent, CTRANSFORM_COMP_T);
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if (Vector2LengthSqr(p_ctrans->velocity) > 10000.0f)
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{
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return SPR_PLAYER_RUN;
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}
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return SPR_PLAYER_STAND;
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}
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}
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Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)
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Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)
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