Working on battle animation
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422ff1fbe3
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493eb5a5d7
13 files changed
+946723
-25
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+65
-7
@@ -25,8 +25,9 @@ void Character::setTarget(const Eigen::Vector3f& target,
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}
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AnimationState Character::resolveActiveState() const {
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if (animations.count(currentState)) return currentState;
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return AnimationState::IDLE;
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return AnimationState::STAND;
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}
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void Character::update(int64_t deltaMs) {
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@@ -46,9 +47,17 @@ void Character::update(int64_t deltaMs) {
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position += dir * moveAmount;
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}
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targetFacingAngle = atan2(dir.x(), -dir.z());
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currentState = AnimationState::WALK;
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if (battle_state == 0 && currentState == AnimationState::STAND)
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{
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currentState = AnimationState::WALK;
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}
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} else {
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currentState = AnimationState::IDLE;
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if (battle_state == 0 &&
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currentState == AnimationState::WALK
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)
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{
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currentState = AnimationState::STAND;
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}
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if (onArrivedCallback) {
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auto cb = std::move(onArrivedCallback);
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onArrivedCallback = nullptr;
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@@ -67,17 +76,66 @@ void Character::update(int64_t deltaMs) {
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facingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
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}
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// Advance active animation frame
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AnimationState animState = resolveActiveState();
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auto it = animations.find(animState);
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if (battle_state == 1)
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{
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if (currentState == AnimationState::STAND || currentState == AnimationState::WALK) {
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currentState = AnimationState::STAND_TO_ACTION;
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resetAnim = true;
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}
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if (attack == 1 && currentState == AnimationState::ACTION_IDLE)
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{
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currentState = AnimationState::ACTION_ATTACK;
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resetAnim = true;
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}
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}
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else
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{
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if (currentState == AnimationState::STAND_TO_ACTION
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|| currentState == AnimationState::ACTION_IDLE
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|| currentState == AnimationState::ACTION_ATTACK
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) {
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currentState = AnimationState::ACTION_TO_STAND;
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resetAnim = true;
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}
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}
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auto it = animations.find(currentState);
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if (it == animations.end()) return;
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auto& anim = it->second;
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if (resetAnim)
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{
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resetAnim = false;
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anim.currentFrame = 0;
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}
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anim.currentFrame += static_cast<float>(deltaMs) / 24.f;
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//std::cout << "Current animation frame: " << anim.currentFrame << " / " << anim.totalFrames << " -- " << anim.lastFrame << std::endl;
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if (static_cast<int>(anim.currentFrame) >= anim.totalFrames-1) {
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int frms = anim.model.animations[0].keyFrames[anim.model.animations[0].keyFrames.size() - 1].frame;
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if (static_cast<int>(anim.currentFrame) >= frms) {
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anim.currentFrame = anim.model.startingFrame;
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if (currentState == AnimationState::STAND_TO_ACTION)
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{
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currentState = AnimationState::ACTION_IDLE;
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resetAnim = true;
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}
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if (currentState == AnimationState::ACTION_TO_STAND)
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{
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currentState = AnimationState::STAND;
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resetAnim = true;
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}
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if (currentState == AnimationState::ACTION_ATTACK)
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{
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currentState = AnimationState::ACTION_IDLE;
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resetAnim = true;
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attack = 0;
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}
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}
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if (static_cast<int>(anim.currentFrame) != anim.lastFrame) {
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anim.model.Interpolate(static_cast<int>(anim.currentFrame));
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anim.lastFrame = static_cast<int>(anim.currentFrame);
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+12
-4
@@ -12,8 +12,12 @@
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namespace ZL {
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enum class AnimationState {
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IDLE = 0,
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WALK = 1
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STAND = 0,
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WALK = 1,
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STAND_TO_ACTION = 2,
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ACTION_ATTACK = 3,
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ACTION_IDLE = 4,
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ACTION_TO_STAND = 5
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};
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class Character {
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@@ -47,6 +51,11 @@ public:
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std::string npcName;
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bool giftReceived = false;
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int battle_state = 0;
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bool resetAnim = false;
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int attack = 0;
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AnimationState currentState = AnimationState::STAND;
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private:
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struct AnimationData {
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BoneSystem model;
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@@ -57,8 +66,7 @@ private:
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};
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std::map<AnimationState, AnimationData> animations;
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AnimationState currentState = AnimationState::IDLE;
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std::shared_ptr<Texture> texture;
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std::shared_ptr<Texture> texture;
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Eigen::Vector3f walkTarget = Eigen::Vector3f(0.f, 0.f, 0.f);
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float targetFacingAngle = 0.0f;
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+41
-13
@@ -154,19 +154,26 @@ namespace ZL
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// Load interactive objects
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interactiveObjects = GameObjectLoader::loadAndCreateInteractiveObjects("resources/config2/gameobjects.json", renderer, CONST_ZIP_FILE);
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auto violaTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/viola.png", CONST_ZIP_FILE));
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auto violaTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/gg/IMG_20260413_182354_992.png", CONST_ZIP_FILE));
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// Player (Viola)
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player = std::make_unique<Character>();
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player->loadAnimation(AnimationState::IDLE, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::WALK, "resources/walkviola_uv010.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::STAND, "resources/w/gg/gg_stand_idle001.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::WALK, "resources/w/gg/gg_walking001.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/gg_stand_to_action002.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_attack001.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle001.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/gg_action_to_stand001.txt", CONST_ZIP_FILE);
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player->setTexture(violaTexture);
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player->walkSpeed = 3.0f;
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player->rotationSpeed = 8.0f;
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player->modelScale = 0.12f;
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player->modelCorrectionRotation =
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Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())) *
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Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ()));
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player->modelScale = 1.f;
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player->modelCorrectionRotation = Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY()));
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//Eigen::Quaternionf::Identity();
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/*Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())) * */
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/*Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ()));*/
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std::cout << "Load resurces step 9" << std::endl;
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@@ -178,9 +185,9 @@ namespace ZL
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auto defaultTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/default_skin001.png", CONST_ZIP_FILE));
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auto npc01 = std::make_unique<Character>();
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npc01->loadAnimation(AnimationState::IDLE, "resources/w/default_idle002.txt", CONST_ZIP_FILE);
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npc01->loadAnimation(AnimationState::STAND, "resources/w/default_idle002.txt", CONST_ZIP_FILE);
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npc01->loadAnimation(AnimationState::WALK, "resources/w/default_walk001.txt", CONST_ZIP_FILE);
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//npc01->loadAnimation(AnimationState::IDLE, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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//npc01->loadAnimation(AnimationState::STAND, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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//npc01->loadAnimation(AnimationState::WALK, "resources/walkviola_uv010.txt", CONST_ZIP_FILE);
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npc01->setTexture(defaultTexture);
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npc01->walkSpeed = 1.5f;
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@@ -198,9 +205,9 @@ namespace ZL
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std::cout << "Load resurces step 11" << std::endl;
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auto npc02 = std::make_unique<Character>();
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npc02->loadAnimation(AnimationState::IDLE, "resources/w/default_float001.txt", CONST_ZIP_FILE);
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//npc02->loadAnimation(AnimationState::IDLE, "resources/w/float_attack003.txt", CONST_ZIP_FILE);
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//npc02->loadAnimation(AnimationState::IDLE, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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npc02->loadAnimation(AnimationState::STAND, "resources/w/default_float001.txt", CONST_ZIP_FILE);
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//npc02->loadAnimation(AnimationState::STAND, "resources/w/float_attack003.txt", CONST_ZIP_FILE);
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//npc02->loadAnimation(AnimationState::STAND, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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npc02->setTexture(ghostTexture);
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npc02->walkSpeed = 1.5f;
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npc02->rotationSpeed = 8.0f;
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@@ -669,7 +676,11 @@ namespace ZL
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float t = -camPos.y() / rayDir.y();
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Eigen::Vector3f hit = camPos + rayDir * t;
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std::cout << "[CLICK] Clicked on ground at: (" << hit.x() << ", " << hit.z() << ")" << std::endl;
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player->setTarget(Eigen::Vector3f(hit.x(), 0.f, hit.z()));
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if (player->currentState == AnimationState::STAND || player->currentState == AnimationState::WALK)
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{
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player->setTarget(Eigen::Vector3f(hit.x(), 0.f, hit.z()));
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}
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}
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else {
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std::cout << "[CLICK] No valid target found" << std::endl;
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@@ -739,6 +750,23 @@ namespace ZL
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dialogueSystem.startDialogue("test_cutscene_dialogue");
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break;
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case SDLK_p:
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if (player->battle_state == 0)
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{
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player->battle_state = 1;
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}
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else
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{
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player->battle_state = 0;
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}
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break;
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case SDLK_l:
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if (player->attack == 0)
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{
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player->attack = 1;
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}
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break;
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case SDLK_RETURN:
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default:
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@@ -331,7 +331,7 @@ namespace ZL {
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// Load animations
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try {
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npc->loadAnimation(AnimationState::IDLE, npcData.animationIdlePath, zipPath);
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npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
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std::cout << " Loaded IDLE animation: " << npcData.animationIdlePath << std::endl;
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}
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catch (const std::exception& e) {
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