Implement coyote time

scene_man
En Yi 2023-09-29 21:18:08 +08:00
parent c2c00cfa51
commit 9f3061bae3
4 changed files with 23 additions and 7 deletions

1
.gitignore vendored
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@ -1,5 +1,6 @@
.cache/
build/
release/
web/
compile_commands.json
.gdb_history

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@ -439,7 +439,7 @@ static void level_scene_render_func(Scene_t* scene)
DrawText(buffer, gui_x + 80, gui_y, 12, BLACK);
gui_y += 45;
sprintf(buffer, "Jumps: %u, %u", p_cjump->jumps, p_cjump->jump_released);
sprintf(buffer, "Jumps: %u, %u, %u", p_cjump->jumps, p_cjump->jump_released, p_cjump->coyote_timer);
DrawText(buffer, gui_x, gui_y, 12, BLACK);
gui_y += 30;
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);

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@ -74,6 +74,7 @@ typedef struct _CJump_t {
int jump_speed;
uint8_t jumps;
uint8_t max_jumps;
uint8_t coyote_timer;
bool jumped;
bool jump_ready;
bool short_hop;

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@ -370,7 +370,7 @@ void player_movement_input_system(Scene_t* scene)
{
p_ctransform->velocity.y = -p_cjump->jump_speed;
}
else
else if (p_pstate->ladder_state)
{
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4;
}
@ -380,6 +380,7 @@ void player_movement_input_system(Scene_t* scene)
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
}
p_cjump->coyote_timer = 0;
p_cjump->jumped = true;
p_cjump->jump_ready = false;
p_cjump->jump_released = false;
@ -1225,8 +1226,13 @@ void player_ground_air_transition_system(Scene_t* scene)
// Handle Ground<->Air Transition
bool in_water = (p_mstate->water_state & 1);
bool jump_recover_cond = (p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state);
// Landing or in water
if ((p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state))
if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
{
p_cjump->coyote_timer = 3;
}
else if (jump_recover_cond)
{
// Recover jumps
p_cjump->jumps = p_cjump->max_jumps;
@ -1234,8 +1240,15 @@ void player_ground_air_transition_system(Scene_t* scene)
if(!p_cjump->jump_released && !p_pstate->jump_pressed) p_cjump->jump_released = true;
p_cjump->short_hop = false;
p_cjump->jump_ready = true;
p_cjump->coyote_timer = 0;
}
else if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
else
{
if (p_cjump->coyote_timer > 0)
{
p_cjump->coyote_timer--;
}
else
{
p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
if (p_mstate->ground_state & 1)
@ -1244,6 +1257,7 @@ void player_ground_air_transition_system(Scene_t* scene)
}
}
}
}
}
void state_transition_update_system(Scene_t* scene)