Add coomer animation lol

This commit is contained in:
2025-01-21 01:23:40 +01:00
parent 49b84c8540
commit 84d63ba4c1
11 changed files with 30 additions and 25 deletions

View File

@ -154,26 +154,26 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
defer player.Unlock()
grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex]
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
Z: player.PosActual.Z,
}
if player.ID%int32(len(g.Models)) == 0 {
modelAsset := g.Models[0]
// Check if model has animations
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
} else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
}
// Check if model has animations
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
} else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
}
}