mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 10:13:42 +00:00
Merge remote-tracking branch 'origin/Animations'
This commit is contained in:
commit
cd4c6d7339
Binary file not shown.
|
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 3.1 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 2.7 KiB |
@ -19,5 +19,9 @@ struct Animation
|
||||
enum AnimationType
|
||||
{
|
||||
IDLE = 0,
|
||||
WALK = 1
|
||||
WALK_R = 1,
|
||||
WALK_L = 2
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
@ -28,19 +28,19 @@ void KeyboardController::update()
|
||||
|
||||
if (keystates[this->up]) {
|
||||
transform->velocity.y = -1;
|
||||
sprite->play(WALK);
|
||||
sprite->play(WALK_R);
|
||||
}
|
||||
if (keystates[this->left]) {
|
||||
transform->velocity.x = -1;
|
||||
sprite->play(WALK);
|
||||
sprite->play(WALK_L);
|
||||
}
|
||||
if (keystates[this->down]) {
|
||||
transform->velocity.y = 1;
|
||||
sprite->play(WALK);
|
||||
sprite->play(WALK_R);
|
||||
}
|
||||
if (keystates[this->right]) {
|
||||
transform->velocity.x = 1;
|
||||
sprite->play(WALK);
|
||||
sprite->play(WALK_R);
|
||||
}
|
||||
|
||||
if (keystates[this->fire]) {
|
||||
@ -53,13 +53,13 @@ void KeyboardController::update()
|
||||
|
||||
//checks player source via the firing velocity
|
||||
//TODO: adding actual projectile textures
|
||||
if(fireVelocity.x > 0) {
|
||||
if (fireVelocity.x > 0) {
|
||||
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
|
||||
false,1, 180, 1, "assets/egg.png");
|
||||
false, 1, 180, 1, "assets/egg.png");
|
||||
}
|
||||
else {
|
||||
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
|
||||
true,1, 180, 1, "assets/egg.png");
|
||||
true, 1, 180, 1, "assets/egg.png");
|
||||
}
|
||||
|
||||
lastFireTime = currentTicks;
|
||||
|
||||
@ -16,10 +16,12 @@ SpriteComponent::SpriteComponent(const char* path, bool isAnimated)
|
||||
animated = isAnimated;
|
||||
|
||||
Animation* idle = new Animation((int)AnimationType::IDLE, 2, 200);
|
||||
Animation* walk = new Animation((int)AnimationType::WALK, 2, 200);
|
||||
Animation* walkR = new Animation((int)AnimationType::WALK_R, 2, 200);
|
||||
Animation* walkL = new Animation((int)AnimationType::WALK_L, 2, 200);
|
||||
|
||||
animations.emplace(IDLE, idle);
|
||||
animations.emplace(WALK, walk);
|
||||
animations.emplace(WALK_R, walkR);
|
||||
animations.emplace(WALK_L, walkL);
|
||||
|
||||
play(IDLE);
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user