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2 Commits

Author SHA1 Message Date
En Yi 5b29ad4ba4 Update swimming hit- and hurtbox proper 2024-11-13 23:06:26 +08:00
En Yi 6b59064772 Adjust player acceleration in water 2024-11-13 22:36:05 +08:00
1 changed files with 41 additions and 28 deletions

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@ -15,6 +15,8 @@
#include "constants.h" #include "constants.h"
#include <stdio.h> #include <stdio.h>
#define CRITICAL_WATER_OVERLAP 0.4f
void simple_particle_system_update(Particle_t* part, void* user_data, float delta_time); void simple_particle_system_update(Particle_t* part, void* user_data, float delta_time);
void floating_particle_system_update(Particle_t* part, void* user_data, float delta_time); void floating_particle_system_update(Particle_t* part, void* user_data, float delta_time);
bool check_in_water(const ParticleEmitter_t* emitter, float delta_time); bool check_in_water(const ParticleEmitter_t* emitter, float delta_time);
@ -421,7 +423,7 @@ void player_movement_input_system(Scene_t* scene)
if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01; if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
} }
if (!in_water) if (p_mstate->water_overlap < CRITICAL_WATER_OVERLAP)
{ {
p_pstate->player_dir.y = 0; p_pstate->player_dir.y = 0;
} }
@ -430,8 +432,9 @@ 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 // 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 // good with swimming, resulting in lower movement acceleration
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (in_water ? 1.2f : 1.0f)); p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.2f * p_mstate->water_overlap));
p_ctransform->accel.y *= p_mstate->water_overlap * 0.8;
if (p_pstate->is_crouch & 1) if (p_pstate->is_crouch & 1)
{ {
p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5); p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
@ -477,7 +480,11 @@ void player_movement_input_system(Scene_t* scene)
} }
else else
{ {
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75; p_ctransform->velocity.y = -p_cjump->jump_speed
/ (
(p_mstate->ground_state & 1) ? 1 : 1.2
+ (p_mstate->water_overlap > CRITICAL_WATER_OVERLAP ? 0.6 * p_mstate->water_overlap : 0)
);
} }
p_pstate->ladder_state = false; p_pstate->ladder_state = false;
@ -546,16 +553,11 @@ void player_bbox_update_system(Scene_t* scene)
} }
} }
Vector2 point_to_check = Vector2Add(p_player->position, offset);
if ( // As long as the change in hitbox is less than a tile size,
check_collision_at( // it should be fine
p_player, point_to_check, new_bbox, &tilemap set_bbox(p_bbox, new_bbox.x, new_bbox.y);
) != 1 p_player->position = Vector2Add(p_player->position, offset);
)
{
set_bbox(p_bbox, new_bbox.x, new_bbox.y);
p_player->position = Vector2Add(p_player->position, offset);
}
CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T); CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
p_hitbox->boxes[0].height = p_bbox->size.y + 4; p_hitbox->boxes[0].height = p_bbox->size.y + 4;
@ -564,22 +566,33 @@ void player_bbox_update_system(Scene_t* scene)
if ((p_mstate->water_state & 1) && !(p_mstate->ground_state & 1)) if ((p_mstate->water_state & 1) && !(p_mstate->ground_state & 1))
{ {
#define EXTENDED_WIDTH_FACTOR 1.5f;
float extended_width = p_bbox->size.x * EXTENDED_WIDTH_FACTOR;
p_hurtbox->size = p_bbox->size; p_hurtbox->size = p_bbox->size;
p_hurtbox->size.x *= 1.7; p_hurtbox->size.x *= EXTENDED_WIDTH_FACTOR;
p_hitbox->boxes[0].width = p_bbox->size.x * 2.0f; p_hitbox->boxes[0].width = extended_width;
p_hitbox->boxes[1].width = p_bbox->size.x * 2.0f + 4; p_hitbox->boxes[1].width = extended_width + 4;
if (p_mstate->x_dir > 0)
{ AnchorPoint_t anchor = p_mstate->x_dir > 0 ? AP_TOP_RIGHT : AP_TOP_LEFT;
p_hitbox->boxes[0].x = -p_bbox->size.x; Vector2 offset = shift_bbox(
p_hitbox->boxes[1].x = -p_bbox->size.x - 2; p_bbox->size,
p_hurtbox->offset.x = -p_bbox->size.x * 0.7; (Vector2){
} p_hitbox->boxes[0].width, p_hitbox->boxes[0].height
else },
{ anchor
p_hitbox->boxes[0].x = 0; );
p_hitbox->boxes[1].x = -2; p_hitbox->boxes[0].x = offset.x;
p_hurtbox->offset.x = 0;
} offset = shift_bbox(
p_bbox->size,
(Vector2){
p_hitbox->boxes[1].width, p_hitbox->boxes[1].height
},
anchor
);
p_hitbox->boxes[1].x = offset.x;
p_hurtbox->offset = shift_bbox(p_bbox->size, p_hurtbox->size, anchor);
} }
else else
{ {