201 lines
6.0 KiB
C
201 lines
6.0 KiB
C
#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 <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 *jump_state(StateMachine *sm, Player *player);
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State *fall_state(StateMachine *sm, Player *player);
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State *dash_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->position = position;
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player->movement = (Movement){0};
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player->x_direction = PLAYER_DIRECTION_RIGHT;
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player->velocity = 4;
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player->animations[PLAYER_STATE_IDLE] =
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ap_init(renderer, "knight_player/Idle_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, true);
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player->animations[PLAYER_STATE_WALK] =
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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_JUMP] =
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ap_init(renderer, "knight_player/Jump_KG_2.png", 125, 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", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
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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->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_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->states[PLAYER_STATE_DASH] = (State){ .state_func = (StateFunc *)dash_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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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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player->event_data.key = PLAYER_CONTROL_LEFT_DOWN;
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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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player->event_data.key = PLAYER_CONTROL_RIGHT_DOWN;
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break;
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}
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break;
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case SDL_KEYUP:
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switch (event->key.keysym.sym) {
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case SDLK_LEFT:
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player->movement.x = 0;
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player->event_data.key = PLAYER_CONTROL_LEFT_UP;
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break;
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case SDLK_RIGHT:
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player->movement.x = 0;
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player->event_data.key = PLAYER_CONTROL_RIGHT_UP;
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break;
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case SDLK_SPACE:
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player->event_data.key = PLAYER_CONTROL_SPACE;
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break;
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case SDLK_LCTRL:
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player->movement.x = player->x_direction * player->velocity * 3;
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player->event_data.key = PLAYER_CONTROL_LCTRL;
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if (player->current_state == PLAYER_STATE_JUMP) {
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player->event_data.dash_in_air = true;
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} else {
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player->event_data.dash_in_air = false;
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}
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break;
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}
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break;
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}
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}
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void player_update(Player *player, uint32_t ticks) {
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player->position.x += player->movement.x;
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sm_run(&(player->state_machine), (void *)player);
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ap_update(&(player->animations[player->current_state]), ticks);
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player->event_data.key = PLAYER_CONTROL_NONE;
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}
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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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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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}
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player->current_state = state;
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return &(player->states[state]);
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}
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State *idle_state(StateMachine *sm, Player *player) {
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switch (player->event_data.key) {
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case PLAYER_CONTROL_LEFT_DOWN:
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case PLAYER_CONTROL_RIGHT_DOWN:
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return update_state(player, PLAYER_STATE_WALK);
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case PLAYER_CONTROL_SPACE:
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return update_state(player, PLAYER_STATE_JUMP);
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}
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return update_state(player, PLAYER_STATE_IDLE);
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}
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State *walk_state(StateMachine *sm, Player *player) {
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switch (player->event_data.key) {
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case PLAYER_CONTROL_LEFT_UP:
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case PLAYER_CONTROL_RIGHT_UP:
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return update_state(player, PLAYER_STATE_IDLE);
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case PLAYER_CONTROL_SPACE:
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return update_state(player, PLAYER_STATE_JUMP);
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case PLAYER_CONTROL_LCTRL:
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return update_state(player, PLAYER_STATE_DASH);
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}
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return update_state(player, PLAYER_STATE_WALK);
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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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if (player->animations[PLAYER_STATE_JUMP].finished) {
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reset = true;
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state = PLAYER_STATE_FALL;
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} else if (player->event_data.key == PLAYER_CONTROL_LCTRL) {
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reset = true;
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state = PLAYER_STATE_DASH;
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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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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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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 * 10;
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if (player->animations[PLAYER_STATE_DASH].finished) {
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reset = true;
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player->movement.x = 0;
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if (player->event_data.dash_in_air) {
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state = PLAYER_STATE_FALL;
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} else {
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state = PLAYER_STATE_IDLE;
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}
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}
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if (reset) {
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ap_reset(&(player->animations[PLAYER_STATE_DASH]));
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}
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return update_state(player, state);
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}
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