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Don't animate up/down in ironhead fight

This commit is contained in:
dawnDus 2022-01-09 23:11:48 -05:00
parent 4c8ec46864
commit c4d80eecb3
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GPG key ID: 972AABDE81848F21

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@ -377,7 +377,9 @@ impl Player {
self.vel_y += 0x55;
}
if (state.settings.infinite_booster || self.equip.has_booster_2_0()) && self.booster_switch != BoosterSwitch::None {
if (state.settings.infinite_booster || self.equip.has_booster_2_0())
&& self.booster_switch != BoosterSwitch::None
{
match self.booster_switch {
BoosterSwitch::Sides => {
if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
@ -596,11 +598,21 @@ impl Player {
}
if self.vel_y < -0x200 && self.flags.hit_top_wall() {
state.create_caret(self.x, self.y - self.hit_bounds.top as i32, CaretType::LittleParticles, Direction::FacingPlayer);
state.create_caret(
self.x,
self.y - self.hit_bounds.top as i32,
CaretType::LittleParticles,
Direction::FacingPlayer,
);
}
if self.vel_y > 0x200 && self.flags.hit_bottom_wall() {
state.create_caret(self.x, self.y + self.hit_bounds.bottom as i32, CaretType::LittleParticles, Direction::FacingPlayer);
state.create_caret(
self.x,
self.y + self.hit_bounds.bottom as i32,
CaretType::LittleParticles,
Direction::FacingPlayer,
);
}
self.vel_x = self.vel_x.clamp(-0x400, 0x400);
@ -716,11 +728,11 @@ impl Player {
self.anim_num = 0;
self.anim_counter = 0;
}
} else if self.controller.look_up() {
} else if self.controller.look_up() && self.control_mode == ControlMode::Normal {
self.skin.set_state(PlayerAnimationState::FallingLookingUp);
self.anim_num = 0;
self.anim_counter = 0;
} else if self.controller.look_down() {
} else if self.controller.look_down() && self.control_mode == ControlMode::Normal {
self.skin.set_state(PlayerAnimationState::FallingLookingDown);
self.anim_num = 0;
self.anim_counter = 0;