animation is now decoupled from sprite

This commit is contained in:
huaqo-games
2025-02-08 17:47:12 +01:00
parent 0c73d94187
commit bcb1577694
7 changed files with 121 additions and 4 deletions
+40
View File
@@ -0,0 +1,40 @@
#ifndef INPUT_H
#define INPUT_H
#include <raymath.h>
typedef struct {
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
float maxZoom;
float scaleFactor;
float wheelMove;
bool leftButton;
bool rightButton;
} Mouse;
void UpdateMouse(Mouse *mouse, Camera2D *camera) {
mouse->worldPosition = GetScreenToWorld2D(GetMousePosition(), *camera);
mouse->leftButton = IsMouseButtonDown(MOUSE_LEFT_BUTTON);
mouse->rightButton = IsMouseButtonDown(MOUSE_RIGHT_BUTTON);
// Calculate zoom scale factor
mouse->wheelMove = GetMouseWheelMove();
if (mouse->wheelMove != 0) {
float zoomFactor = 1.0f + (mouse->zoomSpeed * fabsf(mouse->wheelMove));
mouse->scaleFactor = (mouse->wheelMove < 0) ? (1.0f / zoomFactor) : zoomFactor;
} else {
mouse->scaleFactor = 1.0f;
}
}
void UpdateVectorOnInput(Vector2 *vector){
*vector = (Vector2){0.0f, 0.0f};
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){ vector->x += 1.0f; }
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ vector->x -= 1.0f; }
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector->y += 1.0f; }
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector->y -= 1.0f; }
if (Vector2Length(*vector) > 0.0f) { *vector = Vector2Normalize(*vector); }
}
#endif //INPUT_H