multiple frames now added and working
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@@ -1,38 +1,43 @@
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// src/game/state.cpp
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#include "state.h"
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#include "../render/player.h"
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void WalkingState::update() {
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// stop crawling after duration
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if (current_state == PlayerState::Crawl1 &&
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if (current_state == PlayerState::Crawl &&
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state_timer.elapsed_time() >= CRAWL_DURATION) {
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current_state = PlayerState::Walk1;
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current_state = PlayerState::Walk;
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state_timer.stop();
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}
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}
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void WalkingState::start_crawl() {
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current_state = PlayerState::Crawl1;
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current_state = PlayerState::Crawl;
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state_timer.reset();
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state_timer.start();
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}
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// TODO THIS NEEDS REDESIGN ACCORDING TO SPEED
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void WalkingState::toggle_walk_frame() {
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if (current_state == PlayerState::Walk1) {
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current_state = PlayerState::Walk2;
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} else if (current_state == PlayerState::Walk2) {
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current_state = PlayerState::Walk1;
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}
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if (++walk_index >= 7) walk_index = 0;
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}
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CharacterFrame WalkingState::get_character_frame() const {
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FrameSelection WalkingState::get_frame_selection() const {
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FrameSelection f{MovementType::Walk, 0};
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switch (current_state) {
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case PlayerState::Walk1:
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return CharacterFrame::Walk1;
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case PlayerState::Walk2:
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return CharacterFrame::Walk2;
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case PlayerState::Crawl1:
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return CharacterFrame::Crawl1;
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default:
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return CharacterFrame::Walk1;
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case PlayerState::Walk:
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f.movement = MovementType::Walk;
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f.frame_index = walk_index;
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break;
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case PlayerState::Run:
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f.movement = MovementType::Run;
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f.frame_index = run_index;
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break;
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case PlayerState::Crawl:
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f.movement = MovementType::Crawl;
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f.frame_index = crawl_index;
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break;
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}
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return f;
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}
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