Add Player Ladder, Crouch, and Swim transitions
parent
9c2e21f4d2
commit
c0aa37886f
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@ -4,13 +4,16 @@
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#include <string.h>
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#include "raymath.h"
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#define N_PLAYER_SPRITES 4
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#define N_PLAYER_SPRITES 7
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enum PlayerSpriteEnum
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{
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SPR_PLAYER_STAND = 0,
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SPR_PLAYER_RUN,
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SPR_PLAYER_JUMP,
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SPR_PLAYER_FALL,
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SPR_PLAYER_LADDER,
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SPR_PLAYER_CROUCH,
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SPR_PLAYER_SWIM,
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};
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static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
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@ -20,16 +23,32 @@ static unsigned int player_sprite_transition_func(Entity_t* ent)
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CTransform_t* p_ctrans = get_component(ent, CTRANSFORM_COMP_T);
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CMovementState_t* p_move = get_component(ent, CMOVEMENTSTATE_T);
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CSprite_t* p_spr = get_component(ent, CSPRITE_T);
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CPlayerState_t* p_plr = get_component(ent, CPLAYERSTATE_T);
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if (p_ctrans->velocity.x > 0) p_spr->flip_x = true;
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else if (p_ctrans->velocity.x < 0) p_spr->flip_x = false;
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if (p_move->ground_state & 1)
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{
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if (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f)
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if (p_plr->is_crouch)
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{
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return SPR_PLAYER_RUN;
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return SPR_PLAYER_CROUCH;
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}
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return SPR_PLAYER_STAND;
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else
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{
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if (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f)
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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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else if (p_plr->ladder_state)
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{
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return SPR_PLAYER_LADDER;
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}
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else if (p_move->water_state & 1)
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{
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return SPR_PLAYER_SWIM;
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}
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return (p_ctrans->velocity.y < 0) ? SPR_PLAYER_JUMP : SPR_PLAYER_FALL;
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}
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