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No commits in common. "2d20b0c08aee7a0342d5de9e712ffec1f31f6593" and "0556318ca0ab737a46d75ff9575d47af77c7c1d4" have entirely different histories.
2d20b0c08a
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0556318ca0
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@ -2,7 +2,6 @@
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!.gitignore
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!CMakeLists.txt
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!ldtk_repacker.py
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!pack_ldtk.sh
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!test_assets.info
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!testLevels.lvldata.zst
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!rres_packer.c
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@ -1,3 +0,0 @@
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#!/bin/sh
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python ldtk_repacker.py $1.ldtk && zstd $1.lvldata
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@ -432,8 +432,9 @@ void player_movement_input_system(Scene_t* scene)
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{
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// good with swimming, resulting in lower movement acceleration
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.12f * p_mstate->water_overlap));
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.2f * p_mstate->water_overlap));
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p_ctransform->accel.y *= p_mstate->water_overlap * 0.8;
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if (p_pstate->is_crouch & 1)
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{
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p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
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@ -481,7 +482,7 @@ void player_movement_input_system(Scene_t* scene)
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed
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/ (
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((p_mstate->ground_state & 1) ? 1 : 1.2)
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(p_mstate->ground_state & 1) ? 1 : 1.2
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+ (p_mstate->water_overlap > CRITICAL_WATER_OVERLAP ? 0.6 * p_mstate->water_overlap : 0)
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);
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}
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