Add knockback when attacking, fix animation state

This commit is contained in:
2024-02-09 18:50:18 +01:00
parent 484e5e9b39
commit b8da0a9f2d
4 changed files with 28 additions and 17 deletions

View File

@@ -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]);
}
}

View File

@@ -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);
}

View File

@@ -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);

View File

@@ -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