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2 Commits

Author SHA1 Message Date
En Yi 937f63b0ca Add pause feature on sprite animation
Ladder animation now pauses on no movement
2023-05-24 21:54:59 +08:00
En Yi c0aa37886f Add Player Ladder, Crouch, and Swim transitions 2023-05-24 21:34:50 +08:00
3 changed files with 28 additions and 4 deletions

View File

@ -132,6 +132,7 @@ typedef struct _CSprite_t {
unsigned int current_idx;
bool flip_x;
bool flip_y;
bool pause;
} CSprite_t;
static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)

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@ -1076,6 +1076,7 @@ void sprite_animation_system(Scene_t* scene)
p_cspr->sprites[spr_idx].sprite->current_frame = 0;
}
}
if (p_cspr->pause) return;
SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
// Animate it (handle frame count)
spr.sprite->elapsed++;

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 +23,35 @@ 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;
p_spr->pause = 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)
{
p_spr->pause = Vector2LengthSqr(p_ctrans->velocity) < 10.0f;
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;
}