Implementadas las animaciones en el jugador

This commit is contained in:
2022-08-13 12:14:31 +02:00
parent e85f138be5
commit a1eaf8af07
7 changed files with 68 additions and 74 deletions

View File

@@ -1,10 +1,5 @@
#include "player.h"
#define LEFT 0
#define RIGHT 1
#define BASE_SPEED 0.5;
// Constructor
Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input)
{
@@ -19,32 +14,20 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input)
texture = new LTexture();
loadTextureFromFile(texture, asset->get("player.png"), renderer);
sprite = new AnimatedSprite(texture, renderer);
sprite = new AnimatedSprite(texture, renderer, asset->get("player.ani"));
sprite->setPosX(16);
sprite->setPosY(160 + 16 - 8);
sprite->setSpriteClip(0, 0, 16, 24);
sprite->load(asset->get("player.ani"));
sprite->animate("stand");
sprite->setPosY(168);
sprite->setCurrentAnimation("stand");
direction = RIGHT;
respawn_x = sprite->getPosX();
respawn_y = sprite->getPosY();
respawn_direction = direction;
speed_x = BASE_SPEED;
speed_y = 0;
can_jump = true;
jump_pressed_now = false;
jump_pressed_before = false;
standing = true;
invulnerable = true;
jumpforce = 10;
active_animation = 0;
enabled = true;
cooldown = 0;
lifes = 10;
coins = 0;
for (Uint8 i = 0; i < 6; i++)
key[i] = false;
key.insert(key.end(), {0, 0, 0, 0, 0, 0});
}
// Destructor
@@ -65,14 +48,6 @@ void Player::update()
{
checkInput();
sprite->update();
if (sprite->getVelX() == 0)
{
sprite->animate("stand");
}
else
{
sprite->animate("walk");
}
}
// Dibuja el objeto
@@ -84,19 +59,23 @@ void Player::render()
// Comprueba las entradas y modifica variables
void Player::checkInput()
{
const float speed = 1.0f;
// Solo comprueba las entradas de dirección cuando está de pie
if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
{
sprite->setVelX(-0.6f);
sprite->setVelX(-speed);
sprite->setFlip(SDL_FLIP_NONE);
sprite->setCurrentAnimation("walk");
}
else if (input->checkInput(INPUT_RIGHT, REPEAT_TRUE))
{
sprite->setVelX(0.6f);
sprite->setVelX(speed);
sprite->setFlip(SDL_FLIP_HORIZONTAL);
sprite->setCurrentAnimation("walk");
}
else
{
sprite->setVelX(0);
sprite->setCurrentAnimation("stand");
}
}