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2021-07-07 22:09:21 +02:00
commit 9014681460
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enemy.cpp Normal file
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#include "Enemy.h"
Enemy::Enemy(glm::vec2 pos, glm::vec2 size)
:Position(pos), Size(size)
{
ResourceManager::LoadTexture("art/hostiles/enemyAnim1.png", "idleAnim");
this->Sprite = ResourceManager::GetTexture("idleAnim");
}
Enemy::~Enemy() {}
void Enemy::drawEnemy(SpriteRenderer& renderer) {
renderer.DrawSprite(this->Sprite, this->Position, this->spriteUVs, this->Size, 0.0f);
}
void Enemy::calcPos(float dt) {
//walking
if (this->hSpeed && this->hSpeed < maxRunningSpeed && this->hSpeed > -maxRunningSpeed) {
this->state = WALK;
}
//running
else if (this->hSpeed >= this->maxRunningSpeed || this->hSpeed <= -this->maxRunningSpeed) {
this->state = RUN;
}
else { this->state = IDLE; }
//vSpeed
/*
if (this->onGround) {
this->vSpeed = 0.0f;
this->onGround = 0;
}
else if (!this->onGround && this->vSpeed <= maxGravity) {
//this->vSpeed += gravity * dt; this->state = JUMP;
this->vSpeed = 0.0f;
}*/
//else { this->vSpeed = maxGravity; this->state = JUMP; }
this->Position += glm::vec2(this->hSpeed, this->vSpeed) * dt;
this->EnemyBody.min = c2V(this->Position.x + 50.0, this->Position.y + 50.0);
this->EnemyBody.max = c2V(this->Position.x - 50.0 + this->Size.x, this->Position.y + this->Size.y);
}
void Enemy::animSprite(float dt) {
switch (state) {
case IDLE:
this->numTiles = 8;
this->animSpeed = 12.0f;
this->index = 16;
break;
case WALK:
this->numTiles = 4;
this->animSpeed = 12.0f;
this->index = 0;
break;
case RUN:
this->numTiles = 16;
this->animSpeed = 12.0f;
this->index = 4;
break;
case JUMP:
this->numTiles = 4;
this->animSpeed = 12.0f;
this->index = 8;
break;
}
this->animTime += animSpeed * dt;
this->index += (int)this->animTime % this->numTiles;
this->spriteUVs = this->spriteSheet->getUVs(this->index);
if (this->direction == -1) {
float z = this->spriteUVs.z;
this->spriteUVs.z = this->spriteUVs.x;
this->spriteUVs.x = z;
}
}