sprite-animation/player.c
2024-11-04 20:01:19 +00:00

201 lines
6.0 KiB
C

#include "player.h"
#include "SDL_keycode.h"
#include "SDL_render.h"
#include "animation_player.h"
#include "state_machine.h"
#include <SDL2/SDL_events.h>
#include <stdbool.h>
#include <stdint.h>
#define SPRITE_WIDTH 100
#define SPRITE_HEIGHT 64
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) {
player->position = position;
player->movement = (Movement){0};
player->x_direction = PLAYER_DIRECTION_RIGHT;
player->velocity = 4;
player->animations[PLAYER_STATE_IDLE] =
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};
player->state_machine = (StateMachine){ .current_state = &(player->states[PLAYER_STATE_IDLE]) };
player->current_state = PLAYER_STATE_IDLE;
}
void player_events(Player *player, const SDL_Event *event) {
if (!player || !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;
}
}
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) {
ap_draw(renderer, &(player->animations[player->current_state]), &(player->position), player->x_direction == PLAYER_DIRECTION_LEFT);
}
State *update_state(Player *player, uint32_t state) {
if (state >= COUNT_PLAYER_STATES) {
return &(player->states[player->current_state]);
}
player->current_state = state;
return &(player->states[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);
}
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]));
}
return update_state(player, state);
}
State *fall_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_FALL;
if (player->animations[PLAYER_STATE_FALL].finished) {
reset = true;
state = PLAYER_STATE_IDLE;
}
if (reset) {
ap_reset(&(player->animations[PLAYER_STATE_FALL]));
}
return update_state(player, state);
}
State *dash_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_DASH;
player->movement.x += player->x_direction * 10;
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;
}
}
if (reset) {
ap_reset(&(player->animations[PLAYER_STATE_DASH]));
}
return update_state(player, state);
}