Start fixing controls

This commit is contained in:
Abdelrahman Said 2024-11-06 06:19:35 +00:00
parent f3b18b8213
commit ac3b277d05
2 changed files with 43 additions and 124 deletions

150
player.c
View File

@ -13,8 +13,6 @@
State *update_state(Player *player, uint32_t state);
State *idle_state(StateMachine *sm, Player *player);
State *walk_state(StateMachine *sm, Player *player);
State *jump_state(StateMachine *sm, Player *player);
State *fall_state(StateMachine *sm, Player *player);
State *dash_state(StateMachine *sm, Player *player);
void player_init(Player *player, SDL_Renderer *renderer, SDL_Rect position) {
@ -27,17 +25,11 @@ void player_init(Player *player, SDL_Renderer *renderer, SDL_Rect position) {
ap_init(renderer, "knight_player/Idle_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, true);
player->animations[PLAYER_STATE_WALK] =
ap_init(renderer, "knight_player/Walking_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, true);
player->animations[PLAYER_STATE_JUMP] =
ap_init(renderer, "knight_player/Jump_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
player->animations[PLAYER_STATE_FALL] =
ap_init(renderer, "knight_player/Fall_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
player->animations[PLAYER_STATE_DASH] =
ap_init(renderer, "knight_player/Dashing_KG_1.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
player->states[PLAYER_STATE_IDLE] = (State){ .state_func = (StateFunc *)idle_state };
player->states[PLAYER_STATE_WALK] = (State){ .state_func = (StateFunc *)walk_state };
player->states[PLAYER_STATE_JUMP] = (State){ .state_func = (StateFunc *)jump_state };
player->states[PLAYER_STATE_FALL] = (State){ .state_func = (StateFunc *)fall_state };
player->states[PLAYER_STATE_DASH] = (State){ .state_func = (StateFunc *)dash_state };
player->event_data = (PlayerEventData){0};
@ -50,55 +42,13 @@ void player_events(Player *player, const SDL_Event *event) {
return;
}
switch (event->type) {
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_LEFT:
player->movement.x = PLAYER_DIRECTION_LEFT * player->velocity;
player->x_direction = PLAYER_DIRECTION_LEFT;
player->event_data.key = PLAYER_CONTROL_LEFT_DOWN;
break;
case SDLK_RIGHT:
player->movement.x = PLAYER_DIRECTION_RIGHT * player->velocity;
player->x_direction = PLAYER_DIRECTION_RIGHT;
player->event_data.key = PLAYER_CONTROL_RIGHT_DOWN;
break;
}
break;
case SDL_KEYUP:
switch (event->key.keysym.sym) {
case SDLK_LEFT:
player->movement.x = 0;
player->event_data.key = PLAYER_CONTROL_LEFT_UP;
break;
case SDLK_RIGHT:
player->movement.x = 0;
player->event_data.key = PLAYER_CONTROL_RIGHT_UP;
break;
case SDLK_SPACE:
player->event_data.key = PLAYER_CONTROL_SPACE;
break;
case SDLK_LCTRL:
player->movement.x = player->x_direction * player->velocity * 3;
player->event_data.key = PLAYER_CONTROL_LCTRL;
if (player->current_state == PLAYER_STATE_JUMP) {
player->event_data.dash_in_air = true;
} else {
player->event_data.dash_in_air = false;
}
break;
}
break;
}
player->event_data.event = event;
sm_run(&(player->state_machine), (void *)player);
}
void player_update(Player *player, uint32_t ticks) {
player->position.x += player->movement.x;
sm_run(&(player->state_machine), (void *)player);
ap_update(&(player->animations[player->current_state]), ticks);
player->event_data.key = PLAYER_CONTROL_NONE;
}
void player_draw(const Player *player, SDL_Renderer *renderer) {
@ -115,61 +65,50 @@ State *update_state(Player *player, uint32_t state) {
}
State *idle_state(StateMachine *sm, Player *player) {
switch (player->event_data.key) {
case PLAYER_CONTROL_LEFT_DOWN:
case PLAYER_CONTROL_RIGHT_DOWN:
return update_state(player, PLAYER_STATE_WALK);
case PLAYER_CONTROL_SPACE:
return update_state(player, PLAYER_STATE_JUMP);
}
const SDL_Event *event = player->event_data.event;
uint32_t state = PLAYER_STATE_IDLE;
return update_state(player, PLAYER_STATE_IDLE);
}
State *walk_state(StateMachine *sm, Player *player) {
switch (player->event_data.key) {
case PLAYER_CONTROL_LEFT_UP:
case PLAYER_CONTROL_RIGHT_UP:
return update_state(player, PLAYER_STATE_IDLE);
case PLAYER_CONTROL_SPACE:
return update_state(player, PLAYER_STATE_JUMP);
case PLAYER_CONTROL_LCTRL:
return update_state(player, PLAYER_STATE_DASH);
}
return update_state(player, PLAYER_STATE_WALK);
}
State *jump_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_JUMP;
if (player->animations[PLAYER_STATE_JUMP].finished) {
reset = true;
state = PLAYER_STATE_FALL;
} else if (player->event_data.key == PLAYER_CONTROL_LCTRL) {
reset = true;
state = PLAYER_STATE_DASH;
}
if (reset) {
ap_reset(&(player->animations[PLAYER_STATE_JUMP]));
switch (event->type) {
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_LEFT:
player->movement.x = PLAYER_DIRECTION_LEFT * player->velocity;
player->x_direction = PLAYER_DIRECTION_LEFT;
state = PLAYER_STATE_WALK;
break;
case SDLK_RIGHT:
player->movement.x = PLAYER_DIRECTION_RIGHT * player->velocity;
player->x_direction = PLAYER_DIRECTION_RIGHT;
state = PLAYER_STATE_WALK;
break;
}
break;
}
return update_state(player, state);
}
State *fall_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_FALL;
State *walk_state(StateMachine *sm, Player *player) {
const SDL_Event *event = player->event_data.event;
uint32_t state = PLAYER_STATE_WALK;
if (player->animations[PLAYER_STATE_FALL].finished) {
reset = true;
state = PLAYER_STATE_IDLE;
}
if (reset) {
ap_reset(&(player->animations[PLAYER_STATE_FALL]));
switch (event->type) {
case SDL_KEYUP:
switch (event->key.keysym.sym) {
case SDLK_LCTRL:
player->movement.x = player->x_direction * player->velocity * 3;
state = PLAYER_STATE_DASH;
break;
case SDLK_LEFT:
player->movement.x = 0;
state = PLAYER_STATE_IDLE;
break;
case SDLK_RIGHT:
player->movement.x = 0;
state = PLAYER_STATE_IDLE;
break;
}
break;
}
return update_state(player, state);
@ -179,17 +118,12 @@ State *dash_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_DASH;
player->movement.x += player->x_direction * 10;
player->movement.x += player->x_direction * 3;
if (player->animations[PLAYER_STATE_DASH].finished) {
reset = true;
player->movement.x = 0;
if (player->event_data.dash_in_air) {
state = PLAYER_STATE_FALL;
} else {
state = PLAYER_STATE_IDLE;
}
reset = true;
state = PLAYER_STATE_IDLE;
}
if (reset) {

View File

@ -11,25 +11,11 @@
enum player_states {
PLAYER_STATE_IDLE,
PLAYER_STATE_WALK,
PLAYER_STATE_JUMP,
PLAYER_STATE_FALL,
PLAYER_STATE_DASH,
COUNT_PLAYER_STATES,
};
enum player_controls {
PLAYER_CONTROL_NONE,
PLAYER_CONTROL_LEFT_DOWN,
PLAYER_CONTROL_RIGHT_DOWN,
PLAYER_CONTROL_LEFT_UP,
PLAYER_CONTROL_RIGHT_UP,
PLAYER_CONTROL_SPACE,
PLAYER_CONTROL_LCTRL,
COUNT_PLAYER_CONTROLS,
};
enum player_direction {
PLAYER_DIRECTION_LEFT = -1,
PLAYER_DIRECTION_RIGHT = 1,
@ -39,8 +25,7 @@ enum player_direction {
typedef struct player_event_data PlayerEventData;
struct player_event_data {
uint32_t key;
bool dash_in_air;
const SDL_Event *event;
};
typedef struct movement Movement;