Add elastic animations to player on test game.
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@@ -38,45 +38,93 @@ void player_proc(Entity e, int ft) {
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float acel = 8.0f;
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float maxVel = 30.0f;
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float jumpVel = 50.0f;
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float airMovementFactor = 0.1f;
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if (Input_GetKey(InputKey_Jump) == InputKey_Pressed ||
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Input_GetKey(InputKey_Up) == InputKey_Pressed) {
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// Apply jump
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if (e->vel[1] > (-jumpVel)) {
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e->vel[1] = -jumpVel;
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// Process elasticity
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float entityScale[2];
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Entity_GetScale(e, entityScale);
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entityScale[0] += (1.0f - entityScale[0]) / 2.0f;
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entityScale[1] += (1.0f - entityScale[1]) / 2.0f;
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Entity_SetScale(e, entityScale);
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if (e->A > 0) {
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if (Input_GetKey(InputKey_Jump) == InputKey_Pressed ||
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Input_GetKey(InputKey_Up) == InputKey_Pressed) {
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// Apply jump
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if (e->vel[1] > (-jumpVel)) {
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e->vel[1] = -jumpVel;
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}
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Entity_CalcBBox(e);
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Entity_SetScale(e, (float[2]){0.6f, 1.4f});
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// FIXME: play sound
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}
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Entity_CalcBBox(e);
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if (Input_GetKey(InputKey_Left)) {
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vec2 left;
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Entity_SetScale(e, (float[2]){0.5f, 0.5f});
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// Apply left movement
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vec2_set(left, -acel, 0.0f);
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Entity_AddVelLimit(e, left, maxVel);
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}
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if (Input_GetKey(InputKey_Right)) {
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vec2 right;
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// FIXME: play sound
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}
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if (Input_GetKey(InputKey_Left)) {
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vec2 left;
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// Apply right movement
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vec2_set(right, acel, 0.0f);
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Entity_AddVelLimit(e, right, maxVel);
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}
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} else {
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if (Input_GetKey(InputKey_Left)) {
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vec2 left;
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// Apply left movement
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vec2_set(left, -acel, 0.0f);
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Entity_AddVelLimit(e, left, maxVel);
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// Apply left movement
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vec2_set(left, -(acel * airMovementFactor), 0.0f);
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Entity_AddVelLimit(e, left, maxVel * airMovementFactor);
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}
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if (Input_GetKey(InputKey_Right)) {
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vec2 right;
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e->A = 0;
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}
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if (Input_GetKey(InputKey_Right)) {
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vec2 right;
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// Apply right movement
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vec2_set(right, acel, 0.0f) Entity_AddVelLimit(e, right, maxVel);
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e->A = 1;
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// Apply right movement
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vec2_set(right, acel * airMovementFactor, 0.0f);
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Entity_AddVelLimit(e, right, maxVel * airMovementFactor);
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}
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}
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if (Input_GetKey(InputKey_Action1) == InputKey_Pressed ||
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Input_GetKey(InputKey_Action2) == InputKey_Pressed) {
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Entity_SetScale(e, (float[2]){1.0f, 1.0f});
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}
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e->A = 0;
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}
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void player_postproc(Entity e){
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// Scroll View
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GameLib_MoveToPos(e->pos, 0.6f);
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//GameLib_MoveToPos(e->pos, 1.0f);
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}
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int player_collision(Entity ent, Entity ent2, float t, vec2 n){
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if(n[1] < 0 && fabs(n[1]) > fabs(n[0])){
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ent->A = 1;
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}
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if (fabs(n[0]) > fabs(n[1])) {
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float intensity = (fabs(ent->vel[0]) - 10.0f) / 40.0f;
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if (intensity > 0) {
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Entity_SetScale(ent, (float[2]){1.0f - (0.3f * intensity), 1.0f + (0.3f * intensity)});
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}
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} else {
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float intensity = (fabs(ent->vel[1]) - 10.0f) / 40.0f;
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if (intensity > 0) {
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Entity_SetScale(ent, (float[2]){1.0f + (0.3f * intensity), 1.0f - (0.3f * intensity)});
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}
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}
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return -1;
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}
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void GameEnts_Init() {
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@@ -101,6 +149,8 @@ void GameEnts_Init() {
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ent_Player->zorder = 0;
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AnimPlay_SetImg(&ent_Player->anim, img_player);
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ent_Player->proc = player_proc;
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ent_Player->postproc = player_postproc;
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ent_Player->collision = player_collision;
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ent_Player->mass = 1.0f;
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ent_Player->radius = 12;
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ent_Player->width = 24;
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