implement colours for dashing and walljumping
parent
353d136e13
commit
eeccd7c70e
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@ -20,6 +20,7 @@ struct afterImage
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Vector2 right_vertices[BEZIER_POINTS+1];
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float opacity;
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Color color;
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struct afterImage *prev;
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struct afterImage *next;
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};
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@ -109,7 +110,7 @@ void create_list(void);
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void add_node(struct kinematic_obj *obj);
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//struct kinematic_obj_node **get_list();
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void free_list(void);
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void create_afterimage(struct player_obj *player);
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void create_afterimage(struct player_obj *player, Color color);
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void remove_last_afterimage(struct player_obj *player);
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void free_afterimages(struct player_obj *player);
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61
obj/player.c
61
obj/player.c
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@ -2,7 +2,7 @@
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#define PLAYER_ACCEL 1600
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#define AIR_ACCEL 400
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#define AIR_ACCEL 800
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#define RUN_INIT_SPD 230
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#define JUMP_SPD 500
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#define GRAV 1200
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@ -13,21 +13,25 @@ static bool allow_move = true;
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static bool allow_friction = true;
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static bool on_ground = true;
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static bool short_hop = false;
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static unsigned int jumps = DEFAULT_JUMP_COUNT;
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static unsigned int frame_counter = 0;
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static int run_dir = 1;
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static enum PLAYER_STATE state_buffer = IDLE;
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static unsigned int dash_count = 1;
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static unsigned int frame_counter = 0;
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static unsigned int afterimage_fcounter = 10;
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static Color afterimage_c = (Color){0,0,0,255};
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static int run_dir = 1;
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static Vector2 dash_vec = (Vector2){0.0, 0.0};
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const unsigned int run_start_frames = 10;
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const unsigned int jump_squat_frames = 4;
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const unsigned int land_lag_frames = 6;
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const unsigned int dash_time_frames = 8;
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static unsigned int afterimage_fcounter = 10;
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const unsigned int afterimage_frames = 10;
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static enum PLAYER_STATE state_buffer = IDLE;
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unsigned int PLAYER_SIZE = 30;
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// The player FSM
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@ -210,7 +214,9 @@ void player_input_check(struct player_obj *player){
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break;
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}
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// Add mercy jump here
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// This accounts for player leaving the ground without jumping (dashing or falling)
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// Must be done before updating on_ground status
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// Possible change: store the previous on_ground state
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if (on_ground == true && !place_meeting(&player->kinematic, (Vector2){0,1}) && player->state != JUMP_SQUAT){
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jumps = 0;
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if (player->state != DASHING)
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@ -218,21 +224,24 @@ void player_input_check(struct player_obj *player){
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else
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player->state = JUMPING;
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}
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on_ground = place_meeting(&player->kinematic, (Vector2){0,1});
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//if (player->state != DASHING && !place_meeting(&player->kinematic, (Vector2){0,1}) ){
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if (!on_ground ){
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// This check is to add gravity, but maybe could be combined with above
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if (!on_ground){
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accel.y = GRAV;
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if(player->state != DASHING && player->kinematic.velocity.y > 0)
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player->state = FALLING;
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}
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//if (allow_friction == true)
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// Air friction is less than ground friction
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if (on_ground == true)
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accel.x -= player->kinematic.velocity.x * 7.0;
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else
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accel.x -= player->kinematic.velocity.x * 1.0;
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// Handle wall jumping
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// TODO: define the wall jump values
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if (IsKeyPressed(JUMP)){
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if (on_ground == false){
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if (place_meeting(&player->kinematic, (Vector2){-8,0})){
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@ -240,15 +249,22 @@ void player_input_check(struct player_obj *player){
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player->kinematic.velocity.x = 400;
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player->state = JUMPING;
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afterimage_fcounter = 5;
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afterimage_c.r = 128;
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afterimage_c.g = 128;
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afterimage_c.b = 128;
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}else if (place_meeting(&player->kinematic, (Vector2){8, 0})){
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player->kinematic.velocity.y = -350;
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player->kinematic.velocity.x = -400;
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player->state = JUMPING;
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afterimage_fcounter = 5;
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afterimage_c.r = 128;
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afterimage_c.g = 128;
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afterimage_c.b = 128;
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}
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}
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}
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// Handle dashing
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if (IsKeyPressed(DASH) && dash_count > 0){
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// Determine the direction of dashing
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dash_vec.x = 0;
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@ -258,7 +274,6 @@ void player_input_check(struct player_obj *player){
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--dash_vec.x;
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dash_vec.y = 0;
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//if (player->kinematic.velocity.y > 0)
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if (IsKeyDown(DOWN))
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++dash_vec.y;
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if (IsKeyDown(UP))
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@ -272,23 +287,26 @@ void player_input_check(struct player_obj *player){
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// Apply the scalar value, normalised to the unit direction
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double m = mag(dash_vec);
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dash_vec.x = dash_vec.x * DASH_SPD/m;
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//if (player->kinematic.velocity.y == 0)
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dash_vec.y = dash_vec.y * DASH_SPD/m;
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//allow_friction = false;
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--dash_count;
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frame_counter=0;afterimage_fcounter=0;
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frame_counter=0;
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afterimage_fcounter=0;
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afterimage_c.r = 0;
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afterimage_c.g = 0;
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afterimage_c.b = 255;
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player->state = DASHING;
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}
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move(&player->kinematic, accel);
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// Handle jumping
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/*if (IsKeyPressed(JUMP) && jumps > 0){
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player->state = JUMP_SQUAT;
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allow_friction = true;
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short_hop = false;
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--jumps;
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}*/
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// Deform player based on falling speed
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player->kinematic.set_dim_reduction[1] = 0;
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player->kinematic.set_dim_reduction[3] = 0;
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if (on_ground == false){
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@ -304,10 +322,15 @@ void player_input_check(struct player_obj *player){
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//Generate afterimages
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if (afterimage_fcounter < afterimage_frames){
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if(afterimage_fcounter%2 == 0)
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create_afterimage(player);
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create_afterimage(player, afterimage_c);
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++afterimage_fcounter;
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}
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// Set the hitbox reductions
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adjust_hitbox(&player->kinematic);
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if (dash_count == 0)
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player->image->color.b = 255;
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else
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player->image->color.b = 0;
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}
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@ -150,12 +150,12 @@ void draw_afterimages(struct player_obj *player){
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translate_mat[12] = current->pos.x;
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translate_mat[13] = current->pos.y;
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rlMultMatrixf(translate_mat);
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Color c = (Color){ 40, 0, 180, 255 * current->opacity};
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current->color.a = 255 * current->opacity;
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for(i=0;i<BEZIER_POINTS;++i){
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DrawTriangle(current->top_vertices[i], (Vector2){0,0}, current->top_vertices[i+1], c);
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DrawTriangle(current->bottom_vertices[i], (Vector2){0,0}, current->bottom_vertices[i+1], c);
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DrawTriangle(current->left_vertices[i], (Vector2){0,0}, current->left_vertices[i+1], c);
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DrawTriangle(current->right_vertices[i], (Vector2){0,0}, current->right_vertices[i+1], c);
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DrawTriangle(current->top_vertices[i], (Vector2){0,0}, current->top_vertices[i+1], current->color);
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DrawTriangle(current->bottom_vertices[i], (Vector2){0,0}, current->bottom_vertices[i+1], current->color);
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DrawTriangle(current->left_vertices[i], (Vector2){0,0}, current->left_vertices[i+1], current->color);
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DrawTriangle(current->right_vertices[i], (Vector2){0,0}, current->right_vertices[i+1], current->color);
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}
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current->opacity -= 0.2;
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rlPopMatrix();
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@ -35,7 +35,7 @@ void free_list(){
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kinematic_HEAD = NULL;
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}
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void create_afterimage(struct player_obj *player){
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void create_afterimage(struct player_obj *player, Color color){
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struct afterImage *img = malloc(sizeof(struct afterImage));
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if (img){
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for (int i=0;i<=BEZIER_POINTS;++i){
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@ -47,6 +47,7 @@ void create_afterimage(struct player_obj *player){
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img->pos = (Vector2){player->image->center.x, player->image->center.y};
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img->velocity = (Vector2){player->kinematic.velocity.x, player->kinematic.velocity.y};
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img->opacity = 1.0;
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img->color = color;
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img->prev = NULL;
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if (player->after_img_head == NULL){
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img->next = NULL;
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