diff --git a/scenes/constants.h b/scenes/constants.h index 8b8ad17..305ae62 100644 --- a/scenes/constants.h +++ b/scenes/constants.h @@ -17,8 +17,7 @@ #define GRAV_ACCEL 1500 #define JUMP_SPEED 70 -#define MOVE_ACCEL 1000 -#define FRICTION 0.98 +#define MOVE_ACCEL 1300 #ifndef TILE16_SIZE #define PLAYER_WIDTH 30 @@ -35,8 +34,9 @@ #define PLAYER_C_XOFFSET (PLAYER_WIDTH - PLAYER_C_WIDTH) #define PLAYER_MAX_SPEED 800 -#define Y_FRICTION 0.98 -#define X_FRICTION 0.85 +#define WATER_FRICTION 7.5 +#define GROUND_X_FRICTION 5.8 +#define GROUND_Y_FRICTION 1.0 #define MAX_WATER_LEVEL 4 #endif // __CONSTANTS_H diff --git a/scenes/game_systems.c b/scenes/game_systems.c index 9705f68..eefb57c 100644 --- a/scenes/game_systems.c +++ b/scenes/game_systems.c @@ -802,7 +802,7 @@ void friction_coefficient_update_system(Scene_t* scene) { // Apply water friction // Consistent in all direction - p_ct->fric_coeff = (Vector2){-5.5, -5.5}; + p_ct->fric_coeff = (Vector2){-WATER_FRICTION, -WATER_FRICTION}; } else { @@ -810,7 +810,7 @@ void friction_coefficient_update_system(Scene_t* scene) // x is set to ground resistance (even in air) // If not, then player is can go faster by bunny hopping // which is fun but not quite beneficial here - p_ct->fric_coeff = (Vector2){-3.3, -1}; + p_ct->fric_coeff = (Vector2){-GROUND_X_FRICTION, -GROUND_Y_FRICTION}; } CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);