Add Player Ladder, Crouch, and Swim transitions

scene_man
En Yi 2023-05-24 21:34:50 +08:00
parent 9c2e21f4d2
commit c0aa37886f
1 changed files with 23 additions and 4 deletions

View File

@ -4,13 +4,16 @@
#include <string.h>
#include "raymath.h"
#define N_PLAYER_SPRITES 4
#define N_PLAYER_SPRITES 7
enum PlayerSpriteEnum
{
SPR_PLAYER_STAND = 0,
SPR_PLAYER_RUN,
SPR_PLAYER_JUMP,
SPR_PLAYER_FALL,
SPR_PLAYER_LADDER,
SPR_PLAYER_CROUCH,
SPR_PLAYER_SWIM,
};
static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
@ -20,16 +23,32 @@ 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);
CPlayerState_t* p_plr = get_component(ent, CPLAYERSTATE_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 (p_move->ground_state & 1)
{
if (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f)
if (p_plr->is_crouch)
{
return SPR_PLAYER_RUN;
return SPR_PLAYER_CROUCH;
}
return SPR_PLAYER_STAND;
else
{
if (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f)
{
return SPR_PLAYER_RUN;
}
return SPR_PLAYER_STAND;
}
}
else if (p_plr->ladder_state)
{
return SPR_PLAYER_LADDER;
}
else if (p_move->water_state & 1)
{
return SPR_PLAYER_SWIM;
}
return (p_ctrans->velocity.y < 0) ? SPR_PLAYER_JUMP : SPR_PLAYER_FALL;
}