Add shape factor to control upthrust and friction
parent
f6c5fa10fd
commit
f81029b482
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@ -562,7 +562,7 @@ static void toggle_block_system(Scene_t* scene)
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new_type = tilemap.tiles[tile_idx].tile_type;
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if (tilemap.tiles[tile_idx].water_level < MAX_WATER_LEVEL)
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{
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tilemap.tiles[tile_idx].water_level++;
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tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL;
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}
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break;
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case TOGGLE_AIR_POCKET:
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@ -48,6 +48,7 @@ typedef struct _CTransform_t {
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Vector2 velocity;
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Vector2 accel;
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Vector2 fric_coeff;
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Vector2 shape_factor;
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int8_t grav_delay;
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int8_t grav_timer;
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MovementMode_t movement_mode;
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@ -896,7 +896,7 @@ void global_external_forces_system(Scene_t* scene)
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if (point_in_AABB(player_center, box))
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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p_ctransform->accel = Vector2Multiply(Vector2Add(p_ctransform->accel, UPTHRUST), p_ctransform->shape_factor);
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}
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}
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}
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@ -906,7 +906,10 @@ void global_external_forces_system(Scene_t* scene)
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// Friction
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p_ctransform->accel = Vector2Add(
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p_ctransform->accel,
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Vector2Multiply(p_ctransform->fric_coeff, p_ctransform->velocity)
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Vector2Multiply(
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Vector2Multiply(p_ctransform->fric_coeff, p_ctransform->velocity),
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p_ctransform->shape_factor
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)
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);
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if (p_bbox == NULL) continue; //Do not proceed if no bbox
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@ -13,6 +13,7 @@ Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool meta
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CTransform_t* p_ctransform = add_component(p_crate, CTRANSFORM_COMP_T);
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p_ctransform->grav_delay = 5;
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p_ctransform->shape_factor = metal ? (Vector2){0.7,0.7} : (Vector2){0.8,0.8} ;
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add_component(p_crate, CMOVEMENTSTATE_T);
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add_component(p_crate, CTILECOORD_COMP_T);
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CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T);
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@ -41,6 +42,7 @@ Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets)
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CTransform_t* p_ctransform = add_component(p_boulder, CTRANSFORM_COMP_T);
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p_ctransform->grav_delay = 5;
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p_ctransform->active = true;
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p_ctransform->shape_factor = (Vector2){0.6, 0.6};
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add_component(p_boulder, CMOVEMENTSTATE_T);
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add_component(p_boulder, CTILECOORD_COMP_T);
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CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T);
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@ -107,6 +109,7 @@ Entity_t* create_bomb(EntityManager_t* ent_manager, Assets_t* assets, Vector2 la
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CTransform_t* p_ctransform = add_component(p_bomb, CTRANSFORM_COMP_T);
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p_ctransform->active = true;
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p_ctransform->shape_factor = (Vector2){0.1, 0.1};
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p_ctransform->movement_mode = REGULAR_MOVEMENT;
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p_ctransform->position.x += (TILE_SIZE - 25) / 2;
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p_ctransform->position.y += (TILE_SIZE - 25) / 2;
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@ -61,6 +61,7 @@ Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)
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set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
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CTransform_t* p_ct = add_component(p_ent, CTRANSFORM_COMP_T);
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p_ct->active = true;
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p_ct->shape_factor = (Vector2){1, 1};
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CJump_t* p_cjump = add_component(p_ent, CJUMP_COMP_T);
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p_cjump->jump_speed = 680;
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