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-rw-r--r--src/player.odin28
1 files changed, 12 insertions, 16 deletions
diff --git a/src/player.odin b/src/player.odin
index c87d2a6..5b0dd01 100644
--- a/src/player.odin
+++ b/src/player.odin
@@ -4,9 +4,8 @@ import "core:math"
import "core:math/linalg"
import "core:log"
-import rl "vendor:raylib"
-
import "phys"
+import "fw"
Player_State :: enum {
Default,
@@ -72,10 +71,10 @@ _get_input_dir :: proc() -> f32 {
input: f32
- if is_keybind_down(actions.move_left) {
+ if fw.is_keybind_down(actions.move_left) {
input -= 1
}
- if is_keybind_down(actions.move_right) {
+ if fw.is_keybind_down(actions.move_right) {
input += 1
}
@@ -92,12 +91,12 @@ _default_state :: proc(dt: f32) {
set_sprite_active_tag(&player.sprite, "idle")
}
- if is_keybind_just_down(actions.jump) {
+ if fw.is_keybind_just_down(actions.jump) {
player.jump_buffer = PLAYER_JUMP_BUFFERING
}
if player.owns_dash &&
- is_keybind_just_down(actions.dash) &&
+ fw.is_keybind_just_down(actions.dash) &&
player.dash_cooldown <= 0 {
_enter_dash()
return
@@ -122,9 +121,9 @@ _default_state :: proc(dt: f32) {
}
}
- rel_mouse_pos := get_mouse_pos() - pos
+ rel_mouse_pos := fw.get_mouse_pos() - pos
- if is_keybind_just_down(actions.shoot) {
+ if fw.is_keybind_just_down(actions.shoot) {
mouse_dir := linalg.normalize0(rel_mouse_pos + {0, PLAYER_GUN_HEIGHT})
bullet_pos := pos
@@ -157,7 +156,7 @@ _default_state :: proc(dt: f32) {
}
if .Down not_in collisions &&
- !is_keybind_down(actions.jump) &&
+ !fw.is_keybind_down(actions.jump) &&
vel.y < PLAYER_JUMP_RELEASE_CUT {
vel.y = PLAYER_JUMP_RELEASE_CUT
}
@@ -257,8 +256,8 @@ _change_rooms :: proc() {
}
new_cam_pos := _get_camera_target_pos()
- state.camera.target += diff
- state.camera_target += diff
+ // state.camera.target += diff
+ // state.camera_target += diff
}
}
@@ -274,11 +273,8 @@ update_player :: proc(dt: f32) {
update_sprite(&player.sprite, dt)
- mouse_dir := linalg.normalize0(get_mouse_pos() - player.gun.sprite.pos)
- player.gun.sprite.rotation = math.atan2(
- mouse_dir.y,
- mouse_dir.x,
- ) * math.DEG_PER_RAD
+ mouse_dir := linalg.normalize0(fw.get_mouse_pos() - player.gun.sprite.pos)
+ player.gun.sprite.rotation = math.atan2(mouse_dir.y, mouse_dir.x)
player.gun.sprite.pos = pos - Vec2{0, PLAYER_GUN_HEIGHT}
player.gun.sprite.pos += -mouse_dir * player.gun.kickback