adjust dashing

master
En Yi 2020-02-19 21:22:22 +08:00
parent acd3fc114f
commit 7c9045af7e
3 changed files with 24 additions and 15 deletions

View File

@ -81,7 +81,7 @@ void adjust_hitbox(struct kinematic_obj *obj);
// Math functions, math.c
double mag(Vector2 vec);
int sign(float val);
int sign(double val);
Vector2 dir(Vector2 vec);
void approach(double *val, double target, float f);

View File

@ -6,6 +6,7 @@
#define RUN_INIT_SPD 230
#define JUMP_SPD 500
#define GRAV 1200
#define DASH_SPD 600
static bool allow_move = true;
static bool allow_friction = true;
@ -19,7 +20,7 @@ static enum PLAYER_STATE state_buffer = IDLE;
const unsigned int run_start_frames = 10;
const unsigned int jump_squat_frames = 4;
const unsigned int land_lag_frames = 6;
const unsigned int dash_time_frames = 5;
const unsigned int dash_time_frames = 3;
unsigned int PLAYER_SIZE = 30;
@ -186,6 +187,7 @@ void player_input_check(struct player_obj *player){
++frame_counter;
if (frame_counter > dash_time_frames){
player->state = JUMPING;
allow_friction = true;
}
break;
case DASH_END:
@ -203,24 +205,31 @@ void player_input_check(struct player_obj *player){
--jumps;
}
if (IsKeyPressed(DASH)){
player->kinematic.velocity.x = 0;
// Determine the direction of dashing
Vector2 dash_dir = (Vector2){0.0, 0.0};
if (IsKeyDown(RIGHT))
++player->kinematic.velocity.x;
++dash_dir.x;
if (IsKeyDown(LEFT))
--player->kinematic.velocity.x;
--dash_dir.x;
player->kinematic.velocity.y = 0;
//if (player->kinematic.velocity.y > 0)
if (IsKeyDown(DOWN))
++player->kinematic.velocity.y;
++dash_dir.y;
if (IsKeyDown(UP))
--player->kinematic.velocity.y;
--dash_dir.y;
if (player->kinematic.velocity.x == 0 && player->kinematic.velocity.y == 0)
player->kinematic.velocity.x = sign(player->kinematic.velocity.x);
// Default a direction
if (dash_dir.x == 0 && dash_dir.y == 0){
dash_dir.x = sign(player->kinematic.velocity.x);
}
double m = mag(player->kinematic.velocity);
player->kinematic.velocity.x *= 500/m;
player->kinematic.velocity.y *= 500/m;
// Apply the scalar value, normalised to the unit direction
double m = mag(dash_dir);
player->kinematic.velocity.x = dash_dir.x * DASH_SPD/m;
//if (player->kinematic.velocity.y == 0)
player->kinematic.velocity.y = dash_dir.y * DASH_SPD/m;
allow_friction = false;
player->state = DASHING;
}
@ -238,7 +247,7 @@ void player_input_check(struct player_obj *player){
else
accel.x -= player->kinematic.velocity.x * 1.0;
if (!place_meeting(&player->kinematic, (Vector2){0,1})){
if (player->state != DASHING && !place_meeting(&player->kinematic, (Vector2){0,1}) ){
accel.y = GRAV;
}

View File

@ -10,7 +10,7 @@ Vector2 dir(Vector2 vec){
return (Vector2){.x = vec.x/vec_mag,.y = vec.y/vec_mag};
}
int sign(float val){
int sign(double val){
return (val > 0)?1:-1;
}