Adjust player swimming behaviour
Internal Changelog: - Slightly increase upthrust - Slightly reduce air timemain
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979533092e
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c3924c862b
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@ -11,7 +11,7 @@ void floating_particle_system_update(Particle_t* part, void* user_data, float de
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bool check_in_water(const ParticleEmitter_t* emitter, float delta_time);
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.15};
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static inline unsigned int get_tile_idx(int x, int y, TileGrid_t gridmap)
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{
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@ -104,7 +104,7 @@ Entity_t* create_player(EntityManager_t* ent_manager)
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CAirTimer_t* p_air = add_component(p_ent, CAIRTIMER_T);
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p_air->max_count = 10;
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p_air->curr_count = 10;
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p_air->max_ftimer = 1.0f;
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p_air->max_ftimer = 0.9f;
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p_air->decay_rate = 1.0f;
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CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
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