package demonchime import "core:fmt" import "core:math" import "core:math/linalg" import sapp "shared:sokol/app" import "draw" Player :: struct { pos: Vec2, vel: Vec2, anim: draw.Animation, sprite: draw.Sprite, } PLAYER_SPEED :: 100 PLAYER_ACCEL :: 10 PLAYER_JUMP_FORCE :: 300 init_player :: proc(p: ^Player) { p.pos = Vec2{50, 50} anim_ok := draw.init_anim_data(&p.anim, "res/robot2.json") if !anim_ok { fmt.println("coult not load animation") sapp.quit() return } draw.init_sprite(&p.sprite, p.anim.image_path, p.anim) p.sprite.offset = Vec2{ -math.floor(f32(p.sprite.width / 2)), -f32(p.sprite.height) } } deinit_player :: proc(p: ^Player) { draw.delete_anim_data(p.anim) } update_player :: proc(p: ^Player, dt: f32) { input: f32 if is_keybind_down(state.input, state.input.move_left) { input -= 1 } if is_keybind_down(state.input, state.input.move_right) { input += 1 } if input != 0 { draw.set_sprite_active_tag(&p.sprite, "down_run") p.sprite.scale.x = math.sign(input) } else { draw.set_sprite_active_tag(&p.sprite, "down_idle") } if is_keybind_down(state.input, state.input.jump) && p.pos.y >= 256 { p.vel.y = -PLAYER_JUMP_FORCE } p.vel.x = math.lerp( p.vel.x, input * PLAYER_SPEED, math.pow(0.5, dt * PLAYER_ACCEL), ) p.vel.y = math.min(p.vel.y + GRAVITY * dt, TERMINAL_VELOCITY) p.pos += p.vel * dt if p.pos.y > 256 { p.pos.y = 256 p.vel.y = 0 } p.sprite.pos = p.pos draw.update_sprite(&p.sprite, dt) } draw_player :: proc(p: Player) { draw.draw_sprite(&state.renderer, p.sprite) }