commit deceac00372689771af2b07d8aa747c646181df0
parent fb93439530bcb362da911fc8b3dee61fab659959
Author: Amin Mesbah <dev@aminmesbah.com>
Date:   Sun, 30 Jun 2019 17:46:42 -0700
Call it move mode
Diffstat:
2 files changed, 26 insertions(+), 26 deletions(-)
diff --git a/src/game.c b/src/game.c
@@ -13,20 +13,20 @@ internal bool btn_is_down(u32 button_states, enum GameButton b)
     return result;
 }
 
-internal void move_state_print(enum MoveState s)
+internal void move_mode_print(enum MoveMode s)
 {
     switch(s)
     {
-        case MOVE_STATE_FALLING:
+        case MOVE_MODE_FALLING:
             printf("FALLING\n");
             break;
-        case MOVE_STATE_GROUNDED:
+        case MOVE_MODE_GROUNDED:
             printf("GROUNDED\n");
             break;
-        case MOVE_STATE_JUMPING:
+        case MOVE_MODE_JUMPING:
             printf("JUMPING\n");
             break;
-        case MOVE_STATE_CLIMBING:
+        case MOVE_MODE_CLIMBING:
             printf("CLIMBING\n");
             break;
         default:
@@ -85,7 +85,7 @@ internal void game_init(struct GameMemory *game_memory, v2u framebuffer)
     // In Knytt, the player is 9 by 14 texels and a tile is 24 by 24 texels.
     // These dimensions are relative to a square 'meter', one tile
     game_state->player.dimensions = (v2) {0.375f, 0.583f};
-    game_state->player.move_state = MOVE_STATE_FALLING;
+    game_state->player.move_mode = MOVE_MODE_FALLING;
     game_state->player.facing = DIR_RIGHT;
 
     mem_st_init(
@@ -246,7 +246,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga
     // game_update_player
     {
         struct Entity *player = &game_state->player;
-        move_state_print(player->move_state);
+        move_mode_print(player->move_mode);
         f32 dt = game_input->dt;
         u32 button_states = game_input->button_states;
         if (dt >= 0.5f)
@@ -282,27 +282,27 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga
         rect player_rect = math_rect_from_center_dim(player->pos.local, player->dimensions);
 
         // TODO: tune these acceleration rates
-        switch(player->move_state)
+        switch(player->move_mode)
         {
-            case MOVE_STATE_FALLING:
+            case MOVE_MODE_FALLING:
                 player->acceleration.y = -acceleration_rate;
                 break;
-            case MOVE_STATE_GROUNDED:
+            case MOVE_MODE_GROUNDED:
                 if(entity_is_adjacent_to_solid_tiles(game_state->world, player->pos, player_rect, DIR_DOWN))
                 {
                     player->acceleration.y = 0.0f;
                     if (btn_is_down(button_states, BTN_JUMP))
                     {
                         player->acceleration.y = acceleration_rate;
-                        player->move_state = MOVE_STATE_JUMPING;
+                        player->move_mode = MOVE_MODE_JUMPING;
                     }
                 }
                 else
                 {
-                    player->move_state = MOVE_STATE_FALLING;
+                    player->move_mode = MOVE_MODE_FALLING;
                 }
                 break;
-            case MOVE_STATE_CLIMBING:
+            case MOVE_MODE_CLIMBING:
                 if (player->facing == previous_facing_dir
                     && entity_is_adjacent_to_solid_tiles(game_state->world, player->pos, player_rect, player->facing))
                 {
@@ -321,22 +321,22 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga
                 }
                 else
                 {
-                    player->move_state = MOVE_STATE_FALLING;
+                    player->move_mode = MOVE_MODE_FALLING;
                 }
                 break;
-            case MOVE_STATE_JUMPING:
+            case MOVE_MODE_JUMPING:
             {
                 // TODO: give this a real timer
                 bool jump_timed_out = false;
                 if (!jump_timed_out && btn_is_down(button_states, BTN_JUMP))
                 {
                     player->acceleration.y = acceleration_rate;
-                    player->move_state = MOVE_STATE_JUMPING;
+                    player->move_mode = MOVE_MODE_JUMPING;
                 }
                 else
                 {
                     player->acceleration.y = -acceleration_rate;
-                    player->move_state = MOVE_STATE_FALLING;
+                    player->move_mode = MOVE_MODE_FALLING;
                 }
                 break;
             }
@@ -441,13 +441,13 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga
 
                 if (collision_occurred)
                 {
-                    if (edges_collided[RECT_EDGE_TOP] && player->move_state == MOVE_STATE_FALLING)
+                    if (edges_collided[RECT_EDGE_TOP] && player->move_mode == MOVE_MODE_FALLING)
                     {
-                        player->move_state = MOVE_STATE_GROUNDED;
+                        player->move_mode = MOVE_MODE_GROUNDED;
                     }
                     else if (edges_collided[RECT_EDGE_LEFT] || edges_collided[RECT_EDGE_RIGHT])
                     {
-                        player->move_state = MOVE_STATE_CLIMBING;
+                        player->move_mode = MOVE_MODE_CLIMBING;
                     }
                 }
 
diff --git a/src/game.h b/src/game.h
@@ -37,12 +37,12 @@ struct AbsolutePos
     v2 local;
 };
 
-enum MoveState
+enum MoveMode
 {
-    MOVE_STATE_FALLING,
-    MOVE_STATE_GROUNDED,
-    MOVE_STATE_CLIMBING,
-    MOVE_STATE_JUMPING,
+    MOVE_MODE_FALLING,
+    MOVE_MODE_GROUNDED,
+    MOVE_MODE_CLIMBING,
+    MOVE_MODE_JUMPING,
 };
 
 enum Direction
@@ -60,7 +60,7 @@ struct Entity
     v2 velocity;
     v2 dimensions;
     enum Direction facing;
-    enum MoveState move_state;
+    enum MoveMode move_mode;
     f32 jump_timeout;
 };