Reenable jumping and tone it down
parent
eeccd7c70e
commit
e8dbdc68b3
23
obj/player.c
23
obj/player.c
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@ -4,10 +4,10 @@
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#define PLAYER_ACCEL 1600
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#define AIR_ACCEL 800
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#define RUN_INIT_SPD 230
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#define JUMP_SPD 500
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#define JUMP_SPD 350
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#define GRAV 1200
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#define DASH_SPD 550
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#define DEFAULT_JUMP_COUNT 0
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#define DEFAULT_JUMP_COUNT 1
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static bool allow_move = true;
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static bool allow_friction = true;
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@ -174,17 +174,16 @@ void player_input_check(struct player_obj *player){
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}
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if(frame_counter<land_lag_frames){
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++frame_counter;
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//if (IsKeyDown(JUMP))
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// state_buffer = JUMP_SQUAT;
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if (IsKeyDown(JUMP))
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state_buffer = JUMP_SQUAT;
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}
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else{
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jumps = DEFAULT_JUMP_COUNT;
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frame_counter = 0;
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//if (state_buffer == JUMP_SQUAT){
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// player->state = state_buffer;
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// --jumps;
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//}
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if (IsKeyDown(LEFT) || IsKeyDown(RIGHT))
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jumps = DEFAULT_JUMP_COUNT;
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if (state_buffer == JUMP_SQUAT){
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player->state = state_buffer;
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--jumps;
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}else if (IsKeyDown(LEFT) || IsKeyDown(RIGHT))
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player->state = RUNNING;
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else
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player->state = IDLE;
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@ -300,11 +299,11 @@ void player_input_check(struct player_obj *player){
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move(&player->kinematic, accel);
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// Handle jumping
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/*if (IsKeyPressed(JUMP) && jumps > 0){
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if (IsKeyPressed(JUMP) && jumps > 0){
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player->state = JUMP_SQUAT;
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short_hop = false;
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--jumps;
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}*/
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}
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// Deform player based on falling speed
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player->kinematic.set_dim_reduction[1] = 0;
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