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2 Commits
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5b29ad4ba4
Author | SHA1 | Date |
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5b29ad4ba4 | |
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6b59064772 |
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@ -15,6 +15,8 @@
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#include "constants.h"
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#include <stdio.h>
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#define CRITICAL_WATER_OVERLAP 0.4f
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void simple_particle_system_update(Particle_t* part, void* user_data, float delta_time);
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void floating_particle_system_update(Particle_t* part, void* user_data, float delta_time);
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bool check_in_water(const ParticleEmitter_t* emitter, float delta_time);
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@ -421,7 +423,7 @@ void player_movement_input_system(Scene_t* scene)
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if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
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}
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if (!in_water)
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if (p_mstate->water_overlap < CRITICAL_WATER_OVERLAP)
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{
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p_pstate->player_dir.y = 0;
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}
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@ -430,8 +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 / (in_water ? 1.2f : 1.0f));
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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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@ -477,7 +480,11 @@ void player_movement_input_system(Scene_t* scene)
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}
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else
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
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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->water_overlap > CRITICAL_WATER_OVERLAP ? 0.6 * p_mstate->water_overlap : 0)
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);
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}
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p_pstate->ladder_state = false;
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@ -546,16 +553,11 @@ void player_bbox_update_system(Scene_t* scene)
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}
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}
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Vector2 point_to_check = Vector2Add(p_player->position, offset);
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if (
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check_collision_at(
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p_player, point_to_check, new_bbox, &tilemap
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) != 1
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)
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{
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set_bbox(p_bbox, new_bbox.x, new_bbox.y);
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p_player->position = Vector2Add(p_player->position, offset);
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}
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// As long as the change in hitbox is less than a tile size,
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// it should be fine
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set_bbox(p_bbox, new_bbox.x, new_bbox.y);
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p_player->position = Vector2Add(p_player->position, offset);
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CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
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p_hitbox->boxes[0].height = p_bbox->size.y + 4;
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@ -564,22 +566,33 @@ void player_bbox_update_system(Scene_t* scene)
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if ((p_mstate->water_state & 1) && !(p_mstate->ground_state & 1))
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{
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#define EXTENDED_WIDTH_FACTOR 1.5f;
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float extended_width = p_bbox->size.x * EXTENDED_WIDTH_FACTOR;
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p_hurtbox->size = p_bbox->size;
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p_hurtbox->size.x *= 1.7;
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p_hitbox->boxes[0].width = p_bbox->size.x * 2.0f;
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p_hitbox->boxes[1].width = p_bbox->size.x * 2.0f + 4;
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if (p_mstate->x_dir > 0)
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{
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p_hitbox->boxes[0].x = -p_bbox->size.x;
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p_hitbox->boxes[1].x = -p_bbox->size.x - 2;
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p_hurtbox->offset.x = -p_bbox->size.x * 0.7;
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}
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else
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{
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p_hitbox->boxes[0].x = 0;
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p_hitbox->boxes[1].x = -2;
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p_hurtbox->offset.x = 0;
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}
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p_hurtbox->size.x *= EXTENDED_WIDTH_FACTOR;
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p_hitbox->boxes[0].width = extended_width;
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p_hitbox->boxes[1].width = extended_width + 4;
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AnchorPoint_t anchor = p_mstate->x_dir > 0 ? AP_TOP_RIGHT : AP_TOP_LEFT;
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Vector2 offset = shift_bbox(
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p_bbox->size,
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(Vector2){
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p_hitbox->boxes[0].width, p_hitbox->boxes[0].height
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},
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anchor
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);
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p_hitbox->boxes[0].x = offset.x;
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offset = shift_bbox(
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p_bbox->size,
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(Vector2){
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p_hitbox->boxes[1].width, p_hitbox->boxes[1].height
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},
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anchor
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);
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p_hitbox->boxes[1].x = offset.x;
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p_hurtbox->offset = shift_bbox(p_bbox->size, p_hurtbox->size, anchor);
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}
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else
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{
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