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c2c00cfa51
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c2c00cfa51 | |
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5398c08782 |
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@ -439,7 +439,7 @@ static void level_scene_render_func(Scene_t* scene)
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DrawText(buffer, gui_x + 80, gui_y, 12, BLACK);
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gui_y += 45;
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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sprintf(buffer, "Jumps: %u, %u", p_cjump->jumps, p_cjump->jump_released);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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@ -71,12 +71,13 @@ typedef struct _CTileCoord_t {
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} CTileCoord_t;
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typedef struct _CJump_t {
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unsigned int jumps;
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unsigned int max_jumps;
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int jump_speed;
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uint8_t jumps;
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uint8_t max_jumps;
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bool jumped;
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bool jump_ready;
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bool short_hop;
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bool jump_released;
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} CJump_t;
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typedef enum PlayerState {
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@ -287,6 +287,7 @@ static void level_scene_render_func(Scene_t* scene)
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CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
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CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, gui_x, 15, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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@ -301,6 +302,13 @@ static void level_scene_render_func(Scene_t* scene)
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DrawText(buffer, gui_x, 120, 12, BLACK);
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, gui_x, 150, 12, BLACK);
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Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
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for (uint8_t i = 0; i < p_air->curr_count; i++)
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{
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DrawCircleV(air_pos, 16, BLUE);
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air_pos.x -= 32;
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}
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}
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//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
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//DrawText(buffer, gui_x, 240, 12, BLACK);
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@ -402,6 +410,7 @@ void init_game_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &lifetimer_update_system);
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sc_array_add(&scene->scene.systems, &airtimer_update_system);
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sc_array_add(&scene->scene.systems, &container_destroy_system);
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sc_array_add(&scene->scene.systems, &sprite_animation_system);
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sc_array_add(&scene->scene.systems, &camera_update_system);
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@ -337,6 +337,7 @@ void player_movement_input_system(Scene_t* scene)
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{
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if (!p_pstate->jump_pressed)
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{
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p_cjump->jump_released = true;
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if (!p_cjump->short_hop && p_ctransform->velocity.y < 0)
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{
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p_cjump->short_hop = true;
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@ -359,7 +360,7 @@ void player_movement_input_system(Scene_t* scene)
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// Jumps is possible as long as you have a jump
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// Check if possible to jump when jump is pressed
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if (p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
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if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
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{
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p_pstate->ladder_state = false;
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p_cjump->jumps--;
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@ -381,8 +382,8 @@ void player_movement_input_system(Scene_t* scene)
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p_cjump->jumped = true;
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p_cjump->jump_ready = false;
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p_cjump->jump_released = false;
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}
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}
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}
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@ -1225,11 +1226,12 @@ void player_ground_air_transition_system(Scene_t* scene)
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// Handle Ground<->Air Transition
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bool in_water = (p_mstate->water_state & 1);
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// Landing or in water
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if ((p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state) && !p_pstate->jump_pressed )
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if ((p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state))
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{
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// Recover jumps
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p_cjump->jumps = p_cjump->max_jumps;
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p_cjump->jumped = false;
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if(!p_cjump->jump_released && !p_pstate->jump_pressed) p_cjump->jump_released = true;
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p_cjump->short_hop = false;
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p_cjump->jump_ready = true;
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}
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