Add jumping and falling player sprites

scene_man
En Yi 2023-05-23 21:42:01 +08:00
parent b1a6430eb7
commit 9c2e21f4d2
1 changed files with 13 additions and 5 deletions

View File

@ -4,11 +4,13 @@
#include <string.h>
#include "raymath.h"
#define N_PLAYER_SPRITES 2
#define N_PLAYER_SPRITES 4
enum PlayerSpriteEnum
{
SPR_PLAYER_STAND = 0,
SPR_PLAYER_RUN
SPR_PLAYER_RUN,
SPR_PLAYER_JUMP,
SPR_PLAYER_FALL,
};
static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
@ -16,14 +18,20 @@ static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
static unsigned int player_sprite_transition_func(Entity_t* ent)
{
CTransform_t* p_ctrans = get_component(ent, CTRANSFORM_COMP_T);
CMovementState_t* p_move = get_component(ent, CMOVEMENTSTATE_T);
CSprite_t* p_spr = get_component(ent, CSPRITE_T);
if (p_ctrans->velocity.x > 0) p_spr->flip_x = true;
else if (p_ctrans->velocity.x < 0) p_spr->flip_x = false;
if (Vector2LengthSqr(p_ctrans->velocity) > 10000.0f)
if (p_move->ground_state & 1)
{
return SPR_PLAYER_RUN;
if (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f)
{
return SPR_PLAYER_RUN;
}
return SPR_PLAYER_STAND;
}
return SPR_PLAYER_STAND;
return (p_ctrans->velocity.y < 0) ? SPR_PLAYER_JUMP : SPR_PLAYER_FALL;
}
Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)