Reenable jumping and tone it down

master
En Yi 2020-02-22 19:47:05 +08:00
parent eeccd7c70e
commit e8dbdc68b3
1 changed files with 11 additions and 12 deletions

View File

@ -4,10 +4,10 @@
#define PLAYER_ACCEL 1600
#define AIR_ACCEL 800
#define RUN_INIT_SPD 230
#define JUMP_SPD 500
#define JUMP_SPD 350
#define GRAV 1200
#define DASH_SPD 550
#define DEFAULT_JUMP_COUNT 0
#define DEFAULT_JUMP_COUNT 1
static bool allow_move = true;
static bool allow_friction = true;
@ -174,17 +174,16 @@ void player_input_check(struct player_obj *player){
}
if(frame_counter<land_lag_frames){
++frame_counter;
//if (IsKeyDown(JUMP))
// state_buffer = JUMP_SQUAT;
if (IsKeyDown(JUMP))
state_buffer = JUMP_SQUAT;
}
else{
jumps = DEFAULT_JUMP_COUNT;
frame_counter = 0;
//if (state_buffer == JUMP_SQUAT){
// player->state = state_buffer;
// --jumps;
//}
if (IsKeyDown(LEFT) || IsKeyDown(RIGHT))
jumps = DEFAULT_JUMP_COUNT;
if (state_buffer == JUMP_SQUAT){
player->state = state_buffer;
--jumps;
}else if (IsKeyDown(LEFT) || IsKeyDown(RIGHT))
player->state = RUNNING;
else
player->state = IDLE;
@ -300,11 +299,11 @@ void player_input_check(struct player_obj *player){
move(&player->kinematic, accel);
// Handle jumping
/*if (IsKeyPressed(JUMP) && jumps > 0){
if (IsKeyPressed(JUMP) && jumps > 0){
player->state = JUMP_SQUAT;
short_hop = false;
--jumps;
}*/
}
// Deform player based on falling speed
player->kinematic.set_dim_reduction[1] = 0;