Files
sinbad/include/player.h
T

150 lines
3.5 KiB
C

#ifndef PLAYER_H
#define PLAYER_H
#include <sprite.h>
#include <animation.h>
#include <physics.h>
#include <input.h>
#include <array.h>
#include "flowers.h"
#include "inventar.h"
typedef enum
{
IDLE,
WALKING,
USING_TOOL
} PlayerState;
typedef enum
{
NO_TOOL,
HOE,
AXT,
CAN
} SelectedTool;
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;
} Player;
Player CreatePlayer(PlayerAnimationState animState, SelectedTool selectedTool, Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float rotation, float speed)
{
return (Player){
.selectedTool = selectedTool,
.sprite = {
.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}};
}
void UpdatePlayerAnimationState(int *state, SelectedTool *selectedTool, Vector2 *dir)
{
if (IsKeyPressed(KEY_ZERO))
{
*selectedTool = NO_TOOL;
}
if (IsKeyPressed(KEY_ONE))
{
*selectedTool = HOE;
}
if (IsKeyPressed(KEY_TWO))
{
*selectedTool = AXT;
}
if (IsKeyPressed(KEY_THREE))
{
*selectedTool = CAN;
}
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});
}
#endif // PLAYER_H