Tweak player's movement and jump code
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parent
434b73226e
commit
e2c781098c
33
player.c
33
player.c
@ -13,11 +13,12 @@
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void get_player_controls(Player *player);
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void get_player_controls(Player *player);
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void set_x_movement (Player *player);
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void set_x_movement (Player *player);
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void player_move (Player *player);
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void player_dash (Player *player);
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void player_dash (Player *player);
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void player_jump (Player *player);
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void player_jump (Player *player);
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void player_fall (Player *player);
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void player_fall (Player *player);
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int32_t player_gravity (Player *player);
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bool player_on_ground (Player *player);
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bool player_on_ground (Player *player);
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int32_t player_gravity (Player *player);
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State *update_state (Player *player, uint32_t state);
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State *update_state (Player *player, uint32_t state);
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State *idle_state (StateMachine *sm, Player *player);
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State *idle_state (StateMachine *sm, Player *player);
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State *walk_state (StateMachine *sm, Player *player);
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State *walk_state (StateMachine *sm, Player *player);
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@ -41,7 +42,7 @@ void player_init(Player *player, SDL_Renderer *renderer, SDL_Rect position) {
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player->animations[PLAYER_STATE_JUMP] =
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player->animations[PLAYER_STATE_JUMP] =
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ap_init(renderer, "knight_player/Jump_KG_2.png", 100, SPRITE_WIDTH, SPRITE_HEIGHT, false);
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ap_init(renderer, "knight_player/Jump_KG_2.png", 100, SPRITE_WIDTH, SPRITE_HEIGHT, false);
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player->animations[PLAYER_STATE_FALL] =
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player->animations[PLAYER_STATE_FALL] =
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ap_init(renderer, "knight_player/Fall_KG_2.png", 80, SPRITE_WIDTH, SPRITE_HEIGHT, false);
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ap_init(renderer, "knight_player/Fall_KG_2.png", 50, SPRITE_WIDTH, SPRITE_HEIGHT, false);
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player->states[PLAYER_STATE_IDLE] = (State){ .state_func = (StateFunc *)idle_state };
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player->states[PLAYER_STATE_IDLE] = (State){ .state_func = (StateFunc *)idle_state };
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player->states[PLAYER_STATE_WALK] = (State){ .state_func = (StateFunc *)walk_state };
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player->states[PLAYER_STATE_WALK] = (State){ .state_func = (StateFunc *)walk_state };
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@ -57,13 +58,7 @@ void player_init(Player *player, SDL_Renderer *renderer, SDL_Rect position) {
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void player_update(Player *player, uint32_t ticks) {
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void player_update(Player *player, uint32_t ticks) {
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get_player_controls(player);
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get_player_controls(player);
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sm_run(&(player->state_machine), (void *)player);
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sm_run(&(player->state_machine), (void *)player);
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player_move(player);
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player->position.x += player->movement.x;
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player->position.y += player->movement.y;
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if (player->position.y > player->base_y) {
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player->position.y = player->base_y;
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}
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ap_update(&(player->animations[player->current_state]), ticks);
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ap_update(&(player->animations[player->current_state]), ticks);
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}
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}
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@ -98,24 +93,36 @@ void set_x_movement(Player *player) {
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}
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}
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}
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}
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void player_move(Player *player) {
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player->position.x += player->movement.x;
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player->position.y += player->movement.y;
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if (player->position.y > player->base_y) {
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player->position.y = player->base_y;
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}
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}
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void player_dash(Player *player) {
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void player_dash(Player *player) {
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player->movement.x = player->x_direction * player->velocity * 2;
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player->movement.x = player->x_direction * player->velocity * 2;
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}
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}
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void player_jump(Player *player) {
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void player_jump(Player *player) {
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player->movement.y = player->velocity * 6 * -1;
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player->movement.y = player->velocity * 7 * -1;
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}
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}
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void player_fall(Player *player) {
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void player_fall(Player *player) {
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player->movement.y = player->velocity * 6;
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player->movement.y = player->velocity * 6;
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}
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}
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bool player_on_ground(Player *player) {
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return player->position.y == player->base_y;
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}
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int32_t player_gravity(Player *player) {
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int32_t player_gravity(Player *player) {
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return player->velocity * 0.5;
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return player->velocity * 0.5;
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}
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}
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bool player_on_ground(Player *player) {
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bool player_falling(Player *player) {
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return player->position.y == player->base_y;
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return player->movement.y > 0;
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}
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}
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State *update_state(Player *player, uint32_t state) {
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State *update_state(Player *player, uint32_t state) {
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@ -221,7 +228,7 @@ State *fall_state(StateMachine *sm, Player *player) {
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bool reset = false;
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bool reset = false;
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uint32_t state = PLAYER_STATE_FALL;
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uint32_t state = PLAYER_STATE_FALL;
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if (player->animations[PLAYER_STATE_FALL].finished || player_on_ground(player)) {
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if (player->animations[PLAYER_STATE_FALL].finished && player_on_ground(player)) {
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player->movement.y = 0;
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player->movement.y = 0;
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reset = true;
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reset = true;
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state = PLAYER_STATE_IDLE;
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state = PLAYER_STATE_IDLE;
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