Adjust player physics
parent
6540e27b0e
commit
c48194ae12
7
main.c
7
main.c
|
@ -47,13 +47,16 @@ int main()
|
|||
};
|
||||
|
||||
struct kinematic_obj tile = init_kinematic_obj(900, 100);
|
||||
set_position(&player, 400, 300);
|
||||
struct kinematic_obj tile2 = init_kinematic_obj(100, 40);
|
||||
set_position(&player.kinematic, 400, 300);
|
||||
set_position(&tile, -50, 380);
|
||||
set_position(&tile2, 350, 280);
|
||||
struct squishy_square sqr = init_squishy_square(&player.kinematic.rect, RED);
|
||||
|
||||
// TODO: get a linked list implementation
|
||||
struct obj_node tile_node = {.obj=&tile, .next=NULL};
|
||||
struct obj_node player_node = {.obj=&player.kinematic, .next=&tile_node};
|
||||
struct obj_node tile2_node = {.obj=&tile2, .next=&tile_node};
|
||||
struct obj_node player_node = {.obj=&player.kinematic, .next=&tile2_node};
|
||||
HEAD = &player_node;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
|
74
obj/player.c
74
obj/player.c
|
@ -1,19 +1,24 @@
|
|||
#include "header.h"
|
||||
|
||||
|
||||
#define PLAYER_ACCEL 1500
|
||||
#define RUN_INIT_SPD 200
|
||||
#define PLAYER_ACCEL 1600
|
||||
#define AIR_ACCEL 400
|
||||
#define RUN_INIT_SPD 250
|
||||
#define JUMP_SPD 500
|
||||
#define GRAV 1000
|
||||
|
||||
static bool allow_move = true;
|
||||
static int jumps = 1;
|
||||
static frame_counter = 0;
|
||||
static int run_dir = 1;
|
||||
static bool allow_friction = true;
|
||||
static bool on_ground = true;
|
||||
static bool short_hop = false;
|
||||
static unsigned int jumps = 1;
|
||||
static unsigned int frame_counter = 0;
|
||||
static int run_dir = 1;
|
||||
static enum PLAYER_STATE state_buffer = IDLE;
|
||||
|
||||
const unsigned int run_start_frames = 8;
|
||||
const unsigned int jump_squat_frames = 6;
|
||||
const unsigned int land_lag_frames = 5;
|
||||
const unsigned int jump_squat_frames = 5;
|
||||
const unsigned int land_lag_frames = 4;
|
||||
|
||||
// The player FSM
|
||||
void player_input_check(struct player_obj *player){
|
||||
|
@ -71,39 +76,53 @@ void player_input_check(struct player_obj *player){
|
|||
|
||||
break;
|
||||
case JUMP_SQUAT:
|
||||
if(frame_counter<jump_squat_frames)
|
||||
if(frame_counter<jump_squat_frames){
|
||||
++frame_counter;
|
||||
if (short_hop != true && !IsKeyDown(JUMP)){
|
||||
short_hop = true;
|
||||
}
|
||||
}
|
||||
else{
|
||||
frame_counter = 0;
|
||||
if (IsKeyDown(JUMP))
|
||||
player->kinematic.velocity.y = -JUMP_SPD;
|
||||
else
|
||||
if (short_hop == true)
|
||||
player->kinematic.velocity.y = -JUMP_SPD/2;
|
||||
else
|
||||
player->kinematic.velocity.y = -JUMP_SPD;
|
||||
player->state = JUMPING;
|
||||
on_ground = false;
|
||||
short_hop = false;
|
||||
}
|
||||
break;
|
||||
case JUMPING:
|
||||
accel.x = PLAYER_ACCEL*(IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT));
|
||||
if (player->kinematic.velocity.y > 0)
|
||||
accel.x = AIR_ACCEL*(IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT));
|
||||
if (player->kinematic.velocity.y >= 0)
|
||||
player->state = FALLING;
|
||||
break;
|
||||
case FALLING:
|
||||
accel.x = PLAYER_ACCEL*(IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT));
|
||||
accel.x = AIR_ACCEL*(IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT));
|
||||
if (place_meeting(&player->kinematic, (Vector2){0,1})){
|
||||
player->state = LANDING;
|
||||
on_ground = true;
|
||||
state_buffer = IDLE;
|
||||
}
|
||||
break;
|
||||
case LANDING:
|
||||
if(frame_counter<land_lag_frames)
|
||||
if(frame_counter<land_lag_frames){
|
||||
++frame_counter;
|
||||
if (IsKeyDown(JUMP))
|
||||
state_buffer = JUMP_SQUAT;
|
||||
}
|
||||
else{
|
||||
jumps = 1;
|
||||
frame_counter = 0;
|
||||
if (IsKeyDown(LEFT) || IsKeyDown(RIGHT)){
|
||||
player->state = RUNNING;
|
||||
}else{
|
||||
player->state = IDLE;
|
||||
if (state_buffer == JUMP_SQUAT){
|
||||
player->state = state_buffer;
|
||||
--jumps;
|
||||
}
|
||||
else if (IsKeyDown(LEFT) || IsKeyDown(RIGHT))
|
||||
player->state = RUNNING;
|
||||
else
|
||||
player->state = IDLE;
|
||||
}
|
||||
break;
|
||||
case DASH_START:
|
||||
|
@ -120,13 +139,24 @@ void player_input_check(struct player_obj *player){
|
|||
if (IsKeyPressed(JUMP) && jumps > 0){
|
||||
player->state = JUMP_SQUAT;
|
||||
allow_friction = true;
|
||||
short_hop = false;
|
||||
--jumps;
|
||||
}
|
||||
|
||||
if (allow_friction == true)
|
||||
accel.x -= player->kinematic.velocity.x * 8;
|
||||
if (on_ground == true && !place_meeting(&player->kinematic, (Vector2){0,1})){
|
||||
jumps = 0;
|
||||
on_ground = false;
|
||||
allow_friction = true;
|
||||
player->state = FALLING;
|
||||
}
|
||||
|
||||
if (!place_meeting(&player, (Vector2){0,1})){
|
||||
if (allow_friction == true)
|
||||
if (on_ground)
|
||||
accel.x -= player->kinematic.velocity.x * 7.0;
|
||||
else
|
||||
accel.x -= player->kinematic.velocity.x * 1.0;
|
||||
|
||||
if (!place_meeting(&player->kinematic, (Vector2){0,1})){
|
||||
accel.y = GRAV;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue