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2 Commits

Author SHA1 Message Date
En Yi 2d20b0c08a Add ldtk helper script 2024-11-16 11:05:37 +08:00
En Yi 6b4723b963 Fix jump water penalty not applied correctly 2024-11-16 11:05:26 +08:00
3 changed files with 6 additions and 3 deletions

1
res/.gitignore vendored
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@ -2,6 +2,7 @@
!.gitignore
!CMakeLists.txt
!ldtk_repacker.py
!pack_ldtk.sh
!test_assets.info
!testLevels.lvldata.zst
!rres_packer.c

3
res/pack_ldtk.sh 100755
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@ -0,0 +1,3 @@
#!/bin/sh
python ldtk_repacker.py $1.ldtk && zstd $1.lvldata

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@ -432,9 +432,8 @@ void player_movement_input_system(Scene_t* scene)
{
// Although this can be achieved via higher friction, i'll explain away as the player is not
// good with swimming, resulting in lower movement acceleration
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.2f * p_mstate->water_overlap));
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.12f * p_mstate->water_overlap));
p_ctransform->accel.y *= p_mstate->water_overlap * 0.8;
if (p_pstate->is_crouch & 1)
{
p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
@ -482,7 +481,7 @@ void player_movement_input_system(Scene_t* scene)
{
p_ctransform->velocity.y = -p_cjump->jump_speed
/ (
(p_mstate->ground_state & 1) ? 1 : 1.2
((p_mstate->ground_state & 1) ? 1 : 1.2)
+ (p_mstate->water_overlap > CRITICAL_WATER_OVERLAP ? 0.6 * p_mstate->water_overlap : 0)
);
}