diff options
author | zlago | 2024-10-14 13:36:11 +0200 |
---|---|---|
committer | zlago | 2024-10-14 13:38:01 +0200 |
commit | e9c3633239f1f11ceabf1b83a5a4862ca5ad0d79 (patch) | |
tree | ee59bcb1e7aef8ce94b85fd128c0f4c623427c10 /src | |
parent | 33efe41c2a1d36ab1c2f567535b4eba31d9c50ef (diff) |
experimental player changes
Diffstat (limited to 'src')
-rw-r--r-- | src/player.c | 134 |
1 files changed, 121 insertions, 13 deletions
diff --git a/src/player.c b/src/player.c index 72aedac..4844b96 100644 --- a/src/player.c +++ b/src/player.c @@ -19,6 +19,9 @@ enum { PLAYER_NONE, PLAYER_IDLE, + PLAYER_ATTACK1, + PLAYER_ATTACK2, + PLAYER_ATTACK3, PLAYER_WALK, PLAYER_JUMP, PLAYER_FALL, @@ -51,7 +54,11 @@ struct anim player_anims[] = { static int slash_update(struct projectile *self) { self->x += self->velocity.x; self->y += self->velocity.y; - self->hp--; + if (self->hp >= 0) { + self->hp--; + } else { + self->hp++; + } int x = from_fixed(self->x) + self->facing * sin(self->hp / 2) * SLASH_REACH_X; int y = from_fixed(self->y) - cos(self->hp / 2) * SLASH_REACH_Y; int xx = from_fixed(self->x) + self->facing * sin(self->hp / 2 + 1) * SLASH_REACH_X; @@ -76,9 +83,9 @@ static int slash_update(struct projectile *self) { part->velocity = (struct vec2) {self->velocity.x + x - xx, self->velocity.y + y - yy}; part->rect = (SDL_Rect) {8, 0, 4, 4}; part->acceleration = (struct vec2) {0, 0}; - part->hp = 10 - self->hp; + part->hp = 10 - (self->hp >= 0? self->hp: -self->hp - 8); entities.particles++; - if (self->hp == 0) { + if (self->hp == 0 || self->hp == -8) { return 1; self->state = 0; } @@ -90,12 +97,23 @@ static int slash_draw(struct projectile *self, int camX, int camY) { //SDL_RenderCopy(renderer, self->texture, &rect, &(SDL_Rect) {from_fixed(self->x) - camX - 8, from_fixed(self->y) - camY - 12, 16, 16}); //SDL_RenderFillRect(renderer, &(SDL_Rect) {from_fixed(self->x) - camX - 8, from_fixed(self->y) - camY - 12, 16, 16}); int const x = from_fixed(self->x) - camX, y = from_fixed(self->y) - camY; - SDL_Vertex vertices[3] = { - {.position = {x + from_fixed(self->velocity.x) + self->facing * sin(self->hp / 2 - 1) * SLASH_REACH_X, y - cos(self->hp / 2 - 1) * SLASH_REACH_Y}, .color = {255, 191, 63, 255}}, - {.position = {x + self->facing * sin(self->hp / 2 + 0) * SLASH_REACH_X, y - cos(self->hp / 2 + 0) * SLASH_REACH_Y}, .color = {255, 127, 0, 255}}, - {.position = {x - from_fixed(self->velocity.x) + self->facing * sin(self->hp / 2 + 1) * SLASH_REACH_X, y - cos(self->hp / 2 + 1) * SLASH_REACH_Y}, .color = {255, 127, 0, 255}}, - }; - SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0); + if (self->hp >= 0) { + SDL_Vertex vertices[4] = { + {.position = {x + from_fixed(self->velocity.x) + self->facing * sin(self->hp / 2 - 1) * SLASH_REACH_X, y - cos(self->hp / 2 - 1) * SLASH_REACH_Y}, .color = {255, 191, 63, 255}}, + {.position = {x + self->facing * sin(self->hp / 2 + 0) * SLASH_REACH_X, y - cos(self->hp / 2 + 0) * SLASH_REACH_Y}, .color = {255, 127, 0, 255}}, + {.position = {x - from_fixed(self->velocity.x) + self->facing * sin(self->hp / 2 + 1) * SLASH_REACH_X, y - cos(self->hp / 2 + 1) * SLASH_REACH_Y}, .color = {255, 127, 0, 255}}, + {.position = {x - from_fixed(self->velocity.x * 2) + self->facing * sin(self->hp / 2 + 2) * SLASH_REACH_X, y - cos(self->hp / 2 + 2) * SLASH_REACH_Y}, .color = {255, 127, 0, 0}}, + }; + SDL_RenderGeometry(renderer, NULL, vertices, 4, (int []) {0, 1, 2, 0, 2, 3}, 6); + } else { + SDL_Vertex vertices[4] = { + {.position = {x - from_fixed(self->velocity.x) + self->facing * sin(self->hp / 2 + 1) * SLASH_REACH_X, y - cos(self->hp / 2 + 1) * SLASH_REACH_Y}, .color = {255, 191, 63, 255}}, + {.position = {x + + self->facing * sin(self->hp / 2 + 0) * SLASH_REACH_X, y - cos(self->hp / 2 + 0) * SLASH_REACH_Y}, .color = {255, 127, 0, 255}}, + {.position = {x + from_fixed(self->velocity.x) + self->facing * sin(self->hp / 2 - 1) * SLASH_REACH_X, y - cos(self->hp / 2 - 1) * SLASH_REACH_Y}, .color = {255, 127, 0, 255}}, + {.position = {x + from_fixed(self->velocity.x * 2) + self->facing * sin(self->hp / 2 - 2) * SLASH_REACH_X, y - cos(self->hp / 2 - 2) * SLASH_REACH_Y}, .color = {255, 127, 0, 0}}, + }; + SDL_RenderGeometry(renderer, NULL, vertices, 4, (int []) {0, 1, 2, 0, 2, 3}, 6); + } return 0; } @@ -171,7 +189,7 @@ static int move(struct entity *self) { return on_ground; } -static void attack(struct entity *self) { +static void attack(struct entity *self, int a) { if (!input_s(input_pressed)) { return; } @@ -185,7 +203,7 @@ static void attack(struct entity *self) { 0, 0, 0, 0, }, .state = PLAYER_IDLE, - .hp = 8, + .hp = a? 8: -16, .timer = 0, .facing = self->facing, .faction = FACTION_PLAYER, @@ -222,8 +240,98 @@ static int player_update(struct entity *self) { self->velocity.y = -JUMP; anim(self, PLAYER_A_JUMP); self->state = PLAYER_JUMP; + struct particle *part = entities.particle + entities.particles; + part->x = self->x - to_fixed(-3) - to_fixed(1); + part->y = self->y - 2; + part->velocity = (struct vec2) {12, -8}; + part->rect = (SDL_Rect) {0, 0, 4, 4}; + part->acceleration = (struct vec2) {0, 1}; + part->hp = 5; + entities.particles++; + part = entities.particle + entities.particles; + part->x = self->x - to_fixed(3) - to_fixed(1); + part->y = self->y - 2; + part->velocity = (struct vec2) {-12, -8}; + part->rect = (SDL_Rect) {0, 0, 4, 4}; + part->acceleration = (struct vec2) {0, 1}; + part->hp = 5; + entities.particles++; + } + attack(self, 1); + if (input_s(input_pressed)) { + self->state = PLAYER_ATTACK1; + self->timer = 30; + } + break; + + case PLAYER_ATTACK1: + if (move(self) == false) { + self->velocity.y = 0; + anim(self, PLAYER_A_FALL); + self->state = PLAYER_FALL; + } + if (input_right(input_held) - input_left(input_held)) { + anim(self, PLAYER_A_WALK); + self->state = PLAYER_WALK; + } + if (input_a(input_held)) { + self->velocity.y = -JUMP; + anim(self, PLAYER_A_JUMP); + self->state = PLAYER_JUMP; + } + attack(self, 0); + if (input_s(input_pressed)) { + self->state = PLAYER_ATTACK2; + self->timer = 30; + } + if (self->timer-- == 0) { + self->state = PLAYER_IDLE; + } + break; + + case PLAYER_ATTACK2: + if (move(self) == false) { + self->velocity.y = 0; + anim(self, PLAYER_A_FALL); + self->state = PLAYER_FALL; + } + if (input_right(input_held) - input_left(input_held)) { + anim(self, PLAYER_A_WALK); + self->state = PLAYER_WALK; + } + if (input_a(input_held)) { + self->velocity.y = -JUMP; + anim(self, PLAYER_A_JUMP); + self->state = PLAYER_JUMP; + } + attack(self, 1); + if (input_s(input_pressed)) { + self->state = PLAYER_ATTACK3; + self->timer = 60; + } + if (self->timer-- == 0) { + self->state = PLAYER_IDLE; + } + break; + + case PLAYER_ATTACK3: + if (move(self) == false) { + self->velocity.y = 0; + anim(self, PLAYER_A_FALL); + self->state = PLAYER_FALL; + } + if (input_right(input_held) - input_left(input_held)) { + anim(self, PLAYER_A_WALK); + self->state = PLAYER_WALK; + } + if (input_a(input_held)) { + self->velocity.y = -JUMP; + anim(self, PLAYER_A_JUMP); + self->state = PLAYER_JUMP; + } + if (self->timer-- == 0) { + self->state = PLAYER_IDLE; } - attack(self); break; case PLAYER_WALK:; @@ -250,7 +358,7 @@ static int player_update(struct entity *self) { anim(self, PLAYER_A_JUMP); self->state = PLAYER_JUMP; } - attack(self); + attack(self, 1); break; case PLAYER_JUMP: |