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2 Commits
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6182a2db85
Author | SHA1 | Date | |
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6182a2db85 | |||
2487de172b |
4
main.c
4
main.c
@ -22,7 +22,7 @@ int main() {
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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Player player = {0};
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player_init(&player, renderer, (SDL_Rect){ .x = 50, .y = 100, .w = 100, .h = 64 });
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player_init(&player, renderer, (SDL_Rect){ .x = 50, .y = 600, .w = 100, .h = 64 });
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bool running = true;
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@ -31,8 +31,6 @@ int main() {
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while (running) {
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while (SDL_PollEvent(&event)) {
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player_events(&player, &event);
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switch (event.type) {
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case SDL_QUIT:
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running = false;
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196
player.c
196
player.c
@ -1,21 +1,45 @@
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#include "player.h"
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#include "SDL_keycode.h"
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#include "SDL_render.h"
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#include "animation_player.h"
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#include "state_machine.h"
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_keyboard.h>
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#include <SDL2/SDL_scancode.h>
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#include <SDL2/SDL_render.h>
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#include <stdbool.h>
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#include <stdint.h>
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#define SPRITE_WIDTH 100
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#define SPRITE_HEIGHT 64
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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 *walk_state(StateMachine *sm, Player *player);
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State *dash_state(StateMachine *sm, Player *player);
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void print_state (Player *player) {
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switch(player->current_state) {
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case PLAYER_STATE_IDLE:
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printf("IDLE\n");
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break;
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case PLAYER_STATE_WALK:
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printf("WALK\n");
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break;
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case PLAYER_STATE_DASH:
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printf("DASH\n");
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break;
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case PLAYER_STATE_JUMP:
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printf("JUMP\n");
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break;
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case PLAYER_STATE_FALL:
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printf("FALL\n");
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break;
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}
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}
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void get_player_controls(Player *player);
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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 *walk_state (StateMachine *sm, Player *player);
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State *dash_state (StateMachine *sm, Player *player);
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State *jump_state (StateMachine *sm, Player *player);
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State *fall_state (StateMachine *sm, Player *player);
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void player_init(Player *player, SDL_Renderer *renderer, SDL_Rect position) {
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player->base_y = position.y;
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player->position = position;
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player->movement = (Movement){0};
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player->x_direction = PLAYER_DIRECTION_RIGHT;
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@ -27,27 +51,42 @@ void player_init(Player *player, SDL_Renderer *renderer, SDL_Rect position) {
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ap_init(renderer, "knight_player/Walking_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, true);
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player->animations[PLAYER_STATE_DASH] =
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ap_init(renderer, "knight_player/Dashing_KG_1.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
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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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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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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_DASH] = (State){ .state_func = (StateFunc *)dash_state };
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player->states[PLAYER_STATE_JUMP] = (State){ .state_func = (StateFunc *)jump_state };
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player->states[PLAYER_STATE_FALL] = (State){ .state_func = (StateFunc *)fall_state };
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player->event_data = (PlayerEventData){0};
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player->state_machine = (StateMachine){ .current_state = &(player->states[PLAYER_STATE_IDLE]) };
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player->current_state = PLAYER_STATE_IDLE;
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}
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void player_events(Player *player, const SDL_Event *event) {
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if (!player || !event) {
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return;
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}
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player->event_data.event = event;
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sm_run(&(player->state_machine), (void *)player);
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player->controls = (PlayerControl){0};
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}
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void player_update(Player *player, uint32_t ticks) {
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get_player_controls(player);
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if (player->controls.walk_left) {
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player->movement.x = PLAYER_DIRECTION_LEFT * player->velocity;
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player->x_direction = PLAYER_DIRECTION_LEFT;
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} else if (player->controls.walk_right) {
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player->movement.x = PLAYER_DIRECTION_RIGHT * player->velocity;
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player->x_direction = PLAYER_DIRECTION_RIGHT;
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} else if (!(player->controls.walk_left) && !(player->controls.walk_right)) {
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player->movement.x = 0;
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}
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sm_run(&(player->state_machine), (void *)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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}
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@ -55,6 +94,21 @@ void player_draw(const Player *player, SDL_Renderer *renderer) {
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ap_draw(renderer, &(player->animations[player->current_state]), &(player->position), player->x_direction == PLAYER_DIRECTION_LEFT);
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}
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void get_player_controls(Player *player) {
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const uint8_t *keys = SDL_GetKeyboardState(NULL);
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player->controls.walk_left = keys[SDL_SCANCODE_LEFT] == SDL_PRESSED;
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player->controls.walk_right = keys[SDL_SCANCODE_RIGHT] == SDL_PRESSED;
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player->controls.space_last = player->controls.space_pressed;
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player->controls.space_pressed = keys[SDL_SCANCODE_SPACE] == SDL_PRESSED;
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player->controls.jump = player->controls.space_last && !(player->controls.space_pressed);
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player->controls.lctrl_last = player->controls.lctrl_pressed;
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player->controls.lctrl_pressed = keys[SDL_SCANCODE_LCTRL] == SDL_PRESSED;
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player->controls.dash = player->controls.lctrl_last && !(player->controls.lctrl_pressed);
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}
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State *update_state(Player *player, uint32_t state) {
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if (state >= COUNT_PLAYER_STATES) {
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return &(player->states[player->current_state]);
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@ -65,50 +119,34 @@ State *update_state(Player *player, uint32_t state) {
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}
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State *idle_state(StateMachine *sm, Player *player) {
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const SDL_Event *event = player->event_data.event;
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uint32_t state = PLAYER_STATE_IDLE;
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uint32_t state = PLAYER_STATE_IDLE;
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switch (event->type) {
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case SDL_KEYDOWN:
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switch (event->key.keysym.sym) {
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case SDLK_LEFT:
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player->movement.x = PLAYER_DIRECTION_LEFT * player->velocity;
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player->x_direction = PLAYER_DIRECTION_LEFT;
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state = PLAYER_STATE_WALK;
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break;
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case SDLK_RIGHT:
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player->movement.x = PLAYER_DIRECTION_RIGHT * player->velocity;
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player->x_direction = PLAYER_DIRECTION_RIGHT;
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state = PLAYER_STATE_WALK;
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break;
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}
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break;
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if (player->controls.jump) {
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player->movement.y = player->velocity * 6 * -1;
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state = PLAYER_STATE_JUMP;
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} else if (player->controls.walk_left) {
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state = PLAYER_STATE_WALK;
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} else if (player->controls.walk_right) {
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state = PLAYER_STATE_WALK;
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}
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return update_state(player, state);
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}
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State *walk_state(StateMachine *sm, Player *player) {
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const SDL_Event *event = player->event_data.event;
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uint32_t state = PLAYER_STATE_WALK;
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switch (event->type) {
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case SDL_KEYUP:
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switch (event->key.keysym.sym) {
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case SDLK_LCTRL:
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player->movement.x = player->x_direction * player->velocity * 3;
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state = PLAYER_STATE_DASH;
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break;
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case SDLK_LEFT:
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player->movement.x = 0;
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state = PLAYER_STATE_IDLE;
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break;
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case SDLK_RIGHT:
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player->movement.x = 0;
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state = PLAYER_STATE_IDLE;
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break;
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}
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break;
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if (player->controls.jump) {
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player->movement.y = player->velocity * 6 * -1;
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state = PLAYER_STATE_JUMP;
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} else if (player->controls.dash) {
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player->controls.dash_in_air = false;
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player->movement.x = player->x_direction * player->velocity * 2;
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state = PLAYER_STATE_DASH;
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}
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if (!(player->controls.walk_left) && !(player->controls.walk_right)) {
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state = PLAYER_STATE_IDLE;
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}
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return update_state(player, state);
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@ -118,12 +156,18 @@ State *dash_state(StateMachine *sm, Player *player) {
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bool reset = false;
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uint32_t state = PLAYER_STATE_DASH;
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player->movement.x += player->x_direction * 3;
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player->movement.x += player->x_direction * 20;
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if (player->animations[PLAYER_STATE_DASH].finished) {
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player->movement.x = 0;
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reset = true;
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state = PLAYER_STATE_IDLE;
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if (player->controls.dash_in_air) {
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player->movement.y = player->velocity * 6;
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state = PLAYER_STATE_FALL;
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} else {
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player->movement.x = 0;
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state = PLAYER_STATE_IDLE;
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}
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reset = true;
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}
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if (reset) {
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@ -132,3 +176,45 @@ State *dash_state(StateMachine *sm, Player *player) {
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return update_state(player, state);
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}
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State *jump_state(StateMachine *sm, Player *player) {
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bool reset = false;
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uint32_t state = PLAYER_STATE_JUMP;
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player->movement.y += player->velocity * 0.5;
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if (player->controls.dash) {
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player->controls.dash_in_air = true;
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player->movement.x = player->x_direction * player->velocity * 2;
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player->movement.y = player->velocity * 0.5;
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reset = true;
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state = PLAYER_STATE_DASH;
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} else if (player->animations[PLAYER_STATE_JUMP].finished) {
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player->movement.y = player->velocity * 6;
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reset = true;
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state = PLAYER_STATE_FALL;
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}
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if (reset) {
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ap_reset(&(player->animations[PLAYER_STATE_JUMP]));
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}
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return update_state(player, state);
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}
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State *fall_state(StateMachine *sm, Player *player) {
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bool reset = false;
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uint32_t state = PLAYER_STATE_FALL;
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if (player->animations[PLAYER_STATE_FALL].finished) {
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player->movement.y = 0;
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reset = true;
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state = PLAYER_STATE_IDLE;
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}
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if (reset) {
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ap_reset(&(player->animations[PLAYER_STATE_FALL]));
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}
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return update_state(player, state);
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}
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19
player.h
19
player.h
@ -12,6 +12,8 @@ enum player_states {
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PLAYER_STATE_IDLE,
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PLAYER_STATE_WALK,
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PLAYER_STATE_DASH,
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PLAYER_STATE_JUMP,
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PLAYER_STATE_FALL,
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COUNT_PLAYER_STATES,
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};
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@ -23,9 +25,17 @@ enum player_direction {
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PLAYER_DIRECTION_DOWN = 1,
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};
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typedef struct player_event_data PlayerEventData;
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struct player_event_data {
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const SDL_Event *event;
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typedef struct player_control PlayerControl;
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struct player_control {
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bool walk_left;
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bool walk_right;
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bool space_last;
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bool space_pressed;
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bool jump;
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bool lctrl_last;
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bool lctrl_pressed;
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bool dash;
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bool dash_in_air;
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};
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typedef struct movement Movement;
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@ -38,13 +48,14 @@ typedef struct player Player;
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struct player {
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uint32_t current_state;
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uint32_t velocity;
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int32_t base_y;
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int32_t x_direction;
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Movement movement;
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SDL_Rect position;
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PlayerEventData event_data;
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StateMachine state_machine;
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State states[COUNT_PLAYER_STATES];
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AnimPlayer animations[COUNT_PLAYER_STATES];
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PlayerControl controls;
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};
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void player_init (Player *player, SDL_Renderer *renderer, SDL_Rect position);
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