movement class
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@@ -91,27 +91,28 @@ static inline int compute_frame_index(int frame_count,
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}
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} // namespace
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void WalkingState::update() {
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void MovementState::update() {
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// stop crawling after duration
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if ((current_state == PlayerState::Crawl1 ||
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current_state == PlayerState::Crawl2) &&
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state_timer.elapsed_time() >= CRAWL_DURATION) {
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current_state = PlayerState::Walk;
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current_state = previous_state;
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state_timer.stop();
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}
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}
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void WalkingState::start_crawl(PlayerState crawl_type) {
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void MovementState::start_crawl(PlayerState crawl_type) {
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if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
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return;
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previous_state = current_state;
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current_state = crawl_type;
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state_timer.stop();
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state_timer.reset();
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state_timer.start();
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}
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void WalkingState::set_state(PlayerState s) {
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void MovementState::set_state(PlayerState s) {
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if (current_state != s) {
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walk_index = run_index = crawl1_index = crawl2_index = 0;
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phase = 0.0f;
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@@ -119,7 +120,7 @@ void WalkingState::set_state(PlayerState s) {
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current_state = s;
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}
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void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
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void MovementState::set_motion_state_for_speed(int player_speed, int ground_speed) {
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int relative = player_speed - ground_speed;
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PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
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if (new_state != current_state) {
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@@ -130,7 +131,7 @@ void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed
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}
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// TODO THIS NEEDS REDESIGN FOR WALK/RUN
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void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
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void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
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switch (current_state) {
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case PlayerState::Run:
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run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
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@@ -150,7 +151,7 @@ void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
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}
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}
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FrameSelection WalkingState::get_frame_selection() const {
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FrameSelection MovementState::get_frame_selection() const {
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FrameSelection f{};
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switch (current_state) {
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case PlayerState::Walk:
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