Add knockback when attacking, fix animation state
This commit is contained in:
@@ -135,18 +135,29 @@ Particle spawnParticle(const ParticleEmitter *emitter) {
|
||||
};
|
||||
}
|
||||
|
||||
void animationSetState(Animation *anim, AnimType type, bool playInFull) {
|
||||
static void animationSetTextureRec(ecs_entity_t entity, Animation *anim, TextureRegion *texture) {
|
||||
texture->rec = getTextureRect(anim->frame.frame);
|
||||
if (ecs_has(ECS, entity, Owner)) {
|
||||
Owner owner = *ecs_get(ECS, entity, Owner);
|
||||
BzTileID base = anim->frame.frame;
|
||||
Vector2 offset = getTileOffset(base, owner.player);
|
||||
texture->rec.x += offset.x;
|
||||
texture->rec.y += offset.y;
|
||||
}
|
||||
}
|
||||
void animationSetState(ecs_entity_t entity, Animation *anim, TextureRegion *texture, AnimType type, bool playInFull) {
|
||||
anim->animType = type;
|
||||
anim->sequence = entityGetAnimationSequence(anim->entityType, type);
|
||||
anim->curFrame = 0;
|
||||
anim->elapsed = 0;
|
||||
anim->playInFull = playInFull;
|
||||
animationSetTextureRec(entity, anim, texture);
|
||||
}
|
||||
void updateAnimationState(ecs_iter_t *it) {
|
||||
Animation *anim = ecs_field(it, Animation, 1);
|
||||
TextureRegion *text = ecs_field(it, TextureRegion, 2);
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
if (anim->playInFull) continue;
|
||||
if (anim[i].playInFull) continue;
|
||||
ecs_entity_t entity = it->entities[i];
|
||||
AnimType type = ANIM_IDLE;
|
||||
if (ecs_has(ECS, entity, Velocity)) {
|
||||
@@ -159,7 +170,7 @@ void updateAnimationState(ecs_iter_t *it) {
|
||||
}
|
||||
|
||||
if (type != anim[i].animType) {
|
||||
animationSetState(&anim[i], type, false);
|
||||
animationSetState(entity, &anim[i], &text[i], type, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -183,14 +194,7 @@ void updateAnimation(ecs_iter_t *it) {
|
||||
anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
|
||||
anim[i].elapsed = 0.0f;
|
||||
|
||||
texture[i].rec = getTextureRect(anim[i].frame.frame);
|
||||
if (ecs_has(ECS, entity, Owner)) {
|
||||
Owner owner = *ecs_get(ECS, entity, Owner);
|
||||
BzTileID base = anim[i].frame.frame;
|
||||
Vector2 offset = getTileOffset(base, owner.player);
|
||||
texture[i].rec.x += offset.x;
|
||||
texture[i].rec.y += offset.y;
|
||||
}
|
||||
animationSetTextureRec(entity, &anim[i], &texture[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -181,6 +181,8 @@ void entityUpdate(ecs_iter_t *it) {
|
||||
continue;
|
||||
}
|
||||
|
||||
f32 knockback = 1.0f;
|
||||
|
||||
// Attack update
|
||||
if (canAttack && ecs_has(ECS, other, Health) && ecs_has(ECS, other, Owner)) {
|
||||
Player otherPlayer = ecs_get(ECS, other, Owner)->player;
|
||||
@@ -202,6 +204,8 @@ void entityUpdate(ecs_iter_t *it) {
|
||||
|
||||
canAttack = false;
|
||||
unit[i].attackElapsed = 0.0f;
|
||||
|
||||
knockback = 3.0f;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -209,6 +213,7 @@ void entityUpdate(ecs_iter_t *it) {
|
||||
// Physics update
|
||||
slowDown += 0.2f;
|
||||
Position dif = Vector2Subtract(otherPos, position[i]);
|
||||
dif = Vector2Scale(dif, knockback);
|
||||
dir = Vector2Add(dir, dif);
|
||||
}
|
||||
|
||||
|
||||
@@ -33,14 +33,16 @@ void damageEvent(ecs_entity_t entity, DamageEvent event) {
|
||||
bool hasAnimation = ecs_has(ECS, entity, Animation);
|
||||
if (hasAnimation && health->hp > 0) {
|
||||
// Still alive, just play hurt anim
|
||||
Animation *animation = ecs_get_mut(ECS, entity, Animation);
|
||||
animationSetState(animation, ANIM_HURT, true);
|
||||
Animation *anim = ecs_get_mut(ECS, entity, Animation);
|
||||
TextureRegion *tex = ecs_get_mut(ECS, entity, TextureRegion);
|
||||
animationSetState(entity, anim, tex, ANIM_HURT, true);
|
||||
} else if (hasAnimation) {
|
||||
// Delay delete
|
||||
Animation *animation = ecs_get_mut(ECS, entity, Animation);
|
||||
animationSetState(animation, ANIM_DIE, true);
|
||||
Animation *anim = ecs_get_mut(ECS, entity, Animation);
|
||||
TextureRegion *tex = ecs_get_mut(ECS, entity, TextureRegion);
|
||||
animationSetState(entity, anim, tex, ANIM_DIE, true);
|
||||
ecs_set(ECS, entity, DelayDelete, {
|
||||
.time = entityGetAnimationLength(animation->entityType, ANIM_DIE)
|
||||
.time = entityGetAnimationLength(anim->entityType, ANIM_DIE)
|
||||
});
|
||||
// Remove, so it becomes inactive
|
||||
ecs_remove_id(ECS, entity, Selectable);
|
||||
|
||||
@@ -52,7 +52,7 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt);
|
||||
|
||||
Particle spawnParticle(const ParticleEmitter *emitter);
|
||||
|
||||
void animationSetState(Animation *anim, AnimType type, bool playInFull);
|
||||
void animationSetState(ecs_entity_t entity, Animation *anim, TextureRegion *texture, AnimType type, bool playInFull);
|
||||
/*
|
||||
* 1: Animation
|
||||
* 2: TextureRegion
|
||||
|
||||
Reference in New Issue
Block a user