Steve with his moving legs.
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parent
7f9985d5eb
commit
47b32bf8a4
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@ -43,7 +43,7 @@ public:
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virtual void OnUpdate(float delta) = 0;
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virtual void OnLaterUpdate(float delta) = 0;
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void OnRender()
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virtual void OnRender()
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{
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Rect dst =
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{
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5
Math.ixx
5
Math.ixx
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@ -11,6 +11,9 @@ export
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};
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struct Rect : D2D1_RECT_F
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{
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Vector2 size() const&
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{
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return { right - left, bottom - top };
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}
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};
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}
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36
Steve.ixx
36
Steve.ixx
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@ -8,17 +8,30 @@ import Input;
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export struct Steve : GameObject
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{
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static constexpr const float ground_height = 50;
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static constexpr const float y_pos = 100;
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float a, v, h;
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bool jumping = false;
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float time = 0.0f;
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Rect IdleRect = { 76, 2, 164, 96 };
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Rect NormalRect = { 1678, 2, 1766, 96 };
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Rect CloseEyeRect = { 1766, 2, 1854, 96 };
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Rect RightRect = { 1854, 2, 1942, 96 };
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Rect LeftRect = { 1942, 2, 2030, 96 };
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Rect BigEyeRect = { 2030, 2, 2118, 96 };
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Rect DeadRect = { 2122, 2, 2202, 96 };
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Rect CrawlingRightRect = { 2203, 2, 2321, 96 };
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Rect CrawlingLeftRect = { 2321, 2, 2439, 96 };
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enum Status { Idle, Running, Jumping, Freefall, Crawling, Dead } status;
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virtual void OnStartUp() override
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{
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imge = Texture::LoadFromFile(L"steve.png");
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imge.rect = { 1678, 2, 1766, 96 };
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imge.rect = IdleRect;
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Posi = { 94, 100 };
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Posi = { y_pos, ground_height };
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Anch = { 0.5f,0 };
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Size = { 88, 94 };
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@ -30,25 +43,28 @@ export struct Steve : GameObject
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}
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virtual void OnUpdate(float delta) override
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{
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time += delta;
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switch (status)
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{
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case Steve::Idle:
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if (KeyBoard::GetKey(VK_SPACE)) status = Running;
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imge.rect = IdleRect;
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break;
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case Steve::Running:
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if (KeyBoard::GetKey(VK_SPACE))
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{
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status = Jumping;
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goto _jump_;
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break;
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}
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imge.rect = (int)(time / 0.1) % 2 ? LeftRect : RightRect;
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break;
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case Steve::Jumping:
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_jump_:
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if ((h < 60 || KeyBoard::GetKey(VK_SPACE)) && h < 120.f)
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imge.rect = NormalRect;
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if ((h < 75 || KeyBoard::GetKey(VK_SPACE)) && h < 150.f)
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{
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v = 1000.f;
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h += v * delta;
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Posi.y = 100 + h;
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Posi.y = ground_height + h;
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}
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else
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{
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@ -58,13 +74,13 @@ export struct Steve : GameObject
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case Steve::Freefall:
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a = -8000.f;
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v += a * delta;
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if (v < -1000) v = -1200;
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if (v < -1200) v = -1200;
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h += v * delta;
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Posi.y = 100 + h;
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if (Posi.y <= 100)
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Posi.y = ground_height + h;
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if (Posi.y <= ground_height)
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{
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status = Running;
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Posi.y = 100;
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Posi.y = ground_height;
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}
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break;
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case Steve::Crawling:
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