Adjust movement to be a little 'responsive'
parent
efa0035351
commit
a63daa2f81
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@ -17,8 +17,7 @@
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#define GRAV_ACCEL 1500
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#define GRAV_ACCEL 1500
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#define JUMP_SPEED 70
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#define JUMP_SPEED 70
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#define MOVE_ACCEL 1000
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#define MOVE_ACCEL 1300
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#define FRICTION 0.98
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#ifndef TILE16_SIZE
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#ifndef TILE16_SIZE
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#define PLAYER_WIDTH 30
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#define PLAYER_WIDTH 30
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@ -35,8 +34,9 @@
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#define PLAYER_C_XOFFSET (PLAYER_WIDTH - PLAYER_C_WIDTH)
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#define PLAYER_C_XOFFSET (PLAYER_WIDTH - PLAYER_C_WIDTH)
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#define PLAYER_MAX_SPEED 800
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#define PLAYER_MAX_SPEED 800
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#define Y_FRICTION 0.98
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#define WATER_FRICTION 7.5
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#define X_FRICTION 0.85
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#define GROUND_X_FRICTION 5.8
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#define GROUND_Y_FRICTION 1.0
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#define MAX_WATER_LEVEL 4
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#define MAX_WATER_LEVEL 4
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#endif // __CONSTANTS_H
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#endif // __CONSTANTS_H
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@ -802,7 +802,7 @@ void friction_coefficient_update_system(Scene_t* scene)
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{
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{
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// Apply water friction
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// Apply water friction
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// Consistent in all direction
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// Consistent in all direction
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p_ct->fric_coeff = (Vector2){-5.5, -5.5};
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p_ct->fric_coeff = (Vector2){-WATER_FRICTION, -WATER_FRICTION};
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}
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}
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else
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else
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{
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{
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@ -810,7 +810,7 @@ void friction_coefficient_update_system(Scene_t* scene)
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// x is set to ground resistance (even in air)
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// x is set to ground resistance (even in air)
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// If not, then player is can go faster by bunny hopping
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// If not, then player is can go faster by bunny hopping
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// which is fun but not quite beneficial here
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// which is fun but not quite beneficial here
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p_ct->fric_coeff = (Vector2){-3.3, -1};
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p_ct->fric_coeff = (Vector2){-GROUND_X_FRICTION, -GROUND_Y_FRICTION};
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}
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}
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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