Adjust movement to be a little 'responsive'

scene_man
En Yi 2023-06-16 09:17:35 +08:00
parent efa0035351
commit a63daa2f81
2 changed files with 6 additions and 6 deletions

View File

@ -17,8 +17,7 @@
#define GRAV_ACCEL 1500 #define GRAV_ACCEL 1500
#define JUMP_SPEED 70 #define JUMP_SPEED 70
#define MOVE_ACCEL 1000 #define MOVE_ACCEL 1300
#define FRICTION 0.98
#ifndef TILE16_SIZE #ifndef TILE16_SIZE
#define PLAYER_WIDTH 30 #define PLAYER_WIDTH 30
@ -35,8 +34,9 @@
#define PLAYER_C_XOFFSET (PLAYER_WIDTH - PLAYER_C_WIDTH) #define PLAYER_C_XOFFSET (PLAYER_WIDTH - PLAYER_C_WIDTH)
#define PLAYER_MAX_SPEED 800 #define PLAYER_MAX_SPEED 800
#define Y_FRICTION 0.98 #define WATER_FRICTION 7.5
#define X_FRICTION 0.85 #define GROUND_X_FRICTION 5.8
#define GROUND_Y_FRICTION 1.0
#define MAX_WATER_LEVEL 4 #define MAX_WATER_LEVEL 4
#endif // __CONSTANTS_H #endif // __CONSTANTS_H

View File

@ -802,7 +802,7 @@ void friction_coefficient_update_system(Scene_t* scene)
{ {
// Apply water friction // Apply water friction
// Consistent in all direction // Consistent in all direction
p_ct->fric_coeff = (Vector2){-5.5, -5.5}; p_ct->fric_coeff = (Vector2){-WATER_FRICTION, -WATER_FRICTION};
} }
else else
{ {
@ -810,7 +810,7 @@ void friction_coefficient_update_system(Scene_t* scene)
// x is set to ground resistance (even in air) // x is set to ground resistance (even in air)
// If not, then player is can go faster by bunny hopping // If not, then player is can go faster by bunny hopping
// which is fun but not quite beneficial here // 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); CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);