This commit is contained in:
huaqo-games
2025-10-26 21:24:31 +01:00
parent f7b84f9016
commit 66b961d7ab
22 changed files with 406 additions and 165 deletions
+109 -106
View File
@@ -5,145 +5,148 @@
#include <animation.h>
#include <physics.h>
#include <input.h>
#include <array.h>
#include <asset.h>
#include "flowers.h"
#include "inventar.h"
typedef enum
{
IDLE,
WALKING,
USING_TOOL
} PlayerState;
START_SHIP,
PLAYER_TEX_COUNT
} playerTextureID;
typedef enum
{
NO_TOOL,
HOE,
AXT,
CAN
} SelectedTool;
const TextureAsset textureAssets[PLAYER_TEX_COUNT] = {
{"assets/start_ship.png", 16.0f, 16.0f, 0.0f}
};
typedef enum {
ANCHOR,
SLOW_AHEAD,
FAST_AHEAD,
SPEED_COUNT
} playerSpeedID;
float playerSpeeds[SPEED_COUNT] = {
0.0f,
5.0f,
10.0f
};
typedef enum
{
IDLE_DOWN,
IDLE_UP,
IDLE_LEFT,
IDLE_RIGHT,
WALKING_DOWN,
WALKING_UP,
WALKING_LEFT,
WALKING_RIGHT,
HOE_DOWN,
HOE_UP,
HOE_RIGHT,
HOE_LEFT,
AXT_DOWN,
AXT_UP,
AXT_RIGHT,
AXT_LEFT,
CAN_DOWN,
CAN_UP,
CAN_RIGHT,
CAN_LEFT,
} PlayerAnimationState;
typedef struct
{
SelectedTool selectedTool;
Sprite sprite;
Animation animation;
Physics physics;
Inventar inventar;
float rotation;
} Player;
Player CreatePlayer(PlayerAnimationState animState, SelectedTool selectedTool, Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float rotation, float speed)
Player CreatePlayer(void)
{
return (Player){
.selectedTool = selectedTool,
.sprite = {
TextureAsset startShipAsset = textureAssets[START_SHIP];
Texture2D texture = LoadTexture(startShipAsset.path);
float frameWidth = startShipAsset.frameWidth;
float rotation = startShipAsset.rotation;
Sprite playerSprite = {
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE},
.animation = {.state = animState, .currentFrame = 0, .maxFrame = maxFrame, .framesCounter = 0, .framesSpeed = framesSpeed, .animTimer = 0.0f},
.physics = {.position = startPosition, .direction = (Vector2){0.0f, 0.0f}, .speed = speed},
.inventar = {.flowerSeedCount = 6}};
.color = WHITE
};
Animation playerAnimation = {
.state = 1,
.currentFrame = 0,
.maxFrame = 3,
.framesCounter = 0,
.framesSpeed = 0.0f,
.animTimer = 0.0f
};
Physics playerPhysics = {
.position = (Vector2){0.0f,0.0f},
.direction = (Vector2){0.0f, 0.0f},
.speed = playerSpeeds[ANCHOR]
};
return (Player){
.sprite = playerSprite,
.animation = playerAnimation,
.physics = playerPhysics,
.rotation = rotation
};
}
void UpdatePlayerAnimationState(int *state, SelectedTool *selectedTool, Vector2 *dir)
void UpdatePlayer(Player *player)
{
if (IsKeyPressed(KEY_ZERO))
{
*selectedTool = NO_TOOL;
}
if (IsKeyPressed(KEY_ONE))
{
*selectedTool = HOE;
}
if (IsKeyPressed(KEY_TWO))
{
*selectedTool = AXT;
}
if(IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)){
if(player->physics.speed < playerSpeeds[FAST_AHEAD]){
if(player->physics.speed < playerSpeeds[SLOW_AHEAD]){
player->physics.speed = playerSpeeds[SLOW_AHEAD];
player->sprite.sourceRec.x = 16.0f * 1;
}
else {
player->physics.speed = playerSpeeds[FAST_AHEAD];
player->sprite.sourceRec.x = 16.0f * 2;
}
}
}
if (IsKeyPressed(KEY_THREE))
{
*selectedTool = CAN;
}
if(IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)){
if(player->physics.speed > playerSpeeds[ANCHOR]){
if(player->physics.speed > playerSpeeds[SLOW_AHEAD]){
player->physics.speed = playerSpeeds[SLOW_AHEAD];
player->sprite.sourceRec.x = 16.0f * 1;
}
else {
player->physics.speed = playerSpeeds[ANCHOR];
player->sprite.sourceRec.x = 16.0f * 0;
}
}
}
float rotationSpeed = 100.0f;
if (player->physics.speed > playerSpeeds[ANCHOR]){
if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
player->rotation -= rotationSpeed * GetFrameTime();
}
if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
player->rotation += rotationSpeed * GetFrameTime();
}
}
player->sprite.rotation = player->rotation;
float rad = (player->rotation - 90.0f) * (PI / 180.0f);
Vector2 dir = { cosf(rad), sinf(rad) };
if (dir->x == 0 && dir->y == 0)
{
switch (*state)
{
case WALKING_DOWN:
*state = IDLE_DOWN;
break;
case WALKING_UP:
*state = IDLE_UP;
break;
case WALKING_LEFT:
*state = IDLE_LEFT;
break;
case WALKING_RIGHT:
*state = IDLE_RIGHT;
break;
default:
break;
}
}
else
{
if (dir->y == 1)
*state = WALKING_DOWN;
else if (dir->y == -1)
*state = WALKING_UP;
else if (dir->x == -1)
*state = WALKING_LEFT;
else if (dir->x == 1)
*state = WALKING_RIGHT;
}
}
void UpdatePlayer(Player *player, Array* flowers)
{
if (IsKeyPressed(KEY_SPACE) && player->inventar.flowerSeedCount > 0)
{
AddFlower(flowers, player->sprite.destRec);
player->inventar.flowerSeedCount--;
}
Vector2 dir = GetDirectionVector();
UpdatePlayerAnimationState(&player->animation.state, &player->selectedTool, &dir);
UpdatePhysics(&player->physics, dir);
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
UpdateAnimation(&player->animation, GetFrameTime());
UpdateSpriteSourceRec(&player->sprite, &(Vector2){player->sprite.frameSize.x * player->animation.currentFrame, player->sprite.frameSize.y * player->animation.state});
//UpdateAnimation(&player->animation, GetFrameTime());
//UpdateSpriteSourceRec(&player->sprite, &(Vector2){player->sprite.frameSize.x * player->animation.currentFrame, player->sprite.frameSize.y * player->animation.state});
}
void RenderPlayer(Player *player){
RenderSprite(&player->sprite);
}
#endif // PLAYER_H