Add player turning (Finally)

This commit is contained in:
Bram Verhulst
2024-04-30 11:57:24 +02:00
parent 8d56c747be
commit a1a2406084
9 changed files with 166 additions and 43 deletions

View File

@@ -20,8 +20,14 @@ Player::Player(const Vector2f& Position, TextureManager* manager) : m_Position(P
m_walkAnimation = new Animation(
manager->GetTexture("animations/player/player_walk.png"),
8, 0.1f, Rectf { 0, 0, 70, 70 });
m_turnAnimation = new Animation(
manager->GetTexture("animations/player/player_turn.png"),
5, 0.07f, Rectf{ 0, 0, 70, 70 }, false);
m_currentAnimation = m_walkAnimation;
}
Player::Player(Player&& other) {
}
Player::~Player() {
delete m_walkAnimation;
@@ -46,7 +52,7 @@ void Player::Draw() const {
float bobOffset = m_BobUp ? 1 : 0;
Vector2f drawPos = Vector2f { center.x - halfFrameWidth, center.y - halfFrameWidth + 9 + bobOffset };
m_walkAnimation->Draw(drawPos, Rectf { drawPos.x, drawPos.y, frameWidth, frameWidth });
m_currentAnimation->Draw(drawPos, Rectf { drawPos.x, drawPos.y, frameWidth, frameWidth });
utils::DrawEllipse(m_DigDestination, 5, 5);
utils::DrawEllipse(m_DigStart, 5, 5);
}
@@ -69,6 +75,22 @@ void Player::ProcessImGui() {
ImGui::Text("Player State %s", currentState.c_str());
ImGui::Text("Bob counter: %f", m_BobTimer);
ImGui::Text("Bob up: %s", m_BobUp ? "true" : "false");
std::string direction {};
switch (m_Direction) {
case PlayerDirection::Down:
direction = "Down";
break;
case PlayerDirection::Left:
direction = "Left";
break;
case PlayerDirection::Right:
direction = "Right";
break;
case PlayerDirection::Up:
direction = "Up";
break;
}
ImGui::Text("Direction: %s", direction.c_str());
//ContactMap
@@ -138,8 +160,17 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
}
}
if (utils::isKeyDown(SDL_SCANCODE_A)) {
m_walkAnimation->SetFlipped(false);
m_Acc.x = -m_Speed;
if(!m_IsTurning) {
m_walkAnimation->SetFlipped(false);
m_Acc.x = -m_Speed;
}
if(m_Direction == PlayerDirection::Right) {
m_IsTurning = true;
m_currentAnimation = m_turnAnimation;
m_currentAnimation->SetFlipped(true);
m_currentAnimation->Reset();
}
m_Direction = PlayerDirection::Left;
if (m_Grounded && !m_DidJustDigLeft) {
//Check if the player doesnt come from digging a tile
if (this->CanDig(Collision::CollisionDirection::Left, level)) {
@@ -155,8 +186,20 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
}
if (utils::isKeyDown(SDL_SCANCODE_D)) {
m_Acc.x = m_Speed;
m_walkAnimation->SetFlipped(true);
if(!m_IsTurning) {
m_Acc.x = m_Speed;
m_walkAnimation->SetFlipped(true);
}
if(m_Direction == PlayerDirection::Left) {
m_IsTurning = true;
m_currentAnimation = m_turnAnimation;
m_currentAnimation->SetFlipped(false);
m_currentAnimation->Reset();
}
m_Direction = PlayerDirection::Right;
if (m_Grounded && !m_DidJustDigRight) {
//Check if the player doesnt come from digging a tile
if (this->CanDig(Collision::CollisionDirection::Right, level)) {
@@ -183,7 +226,12 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
m_Acc = Vector2f { 0, 0 };
m_walkAnimation->Update(elapsedTime);
m_currentAnimation->Update(elapsedTime);
if(m_currentAnimation->IsDone()) {
m_currentAnimation = m_walkAnimation; //TODO: fix this hack
m_IsTurning = false;
}
#pragma region Collision
m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
@@ -192,7 +240,6 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_Grounded = false;
float t = 0, min_t = INFINITY;
Vector2f intersectionPoint, normal;
@@ -254,6 +301,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
}
#pragma endregion
if (m_State != PlayerState::Digging) { //Fix for when the state is JUST set to digging
if (m_Vel.x != 0.0f) {
m_State = PlayerState::Walking;