fix acceleration for the quadrillionth time
This commit is contained in:
16
src/player.c
16
src/player.c
@@ -14,15 +14,13 @@ void UpdatePlayerControls(void)
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return;
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return;
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}
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}
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if(curhorvel==0.0f){
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if(curhorvel==0.0f){
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curhorvel=10.0f*scale;
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curhorvel=65.5f*scale;
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}
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}
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// if a key pressed, push player to the left
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// if a key pressed, push player to the left
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if (IsKeyDown(KEY_A))
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if (IsKeyDown(KEY_A))
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{
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{
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if(curhorvel<PMV){
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if(curhorvel<MAX_PLAYER_SPEED){
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for(int i=0; i<PLAYER_SPEED_FACTOR;i++){
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curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
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curhorvel=curhorvel*curhorvel;
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}
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}
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}
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ApplyForce(
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ApplyForce(
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player,
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player,
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@@ -32,10 +30,8 @@ void UpdatePlayerControls(void)
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// if d key pressed, push player to the right
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// if d key pressed, push player to the right
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else if (IsKeyDown(KEY_D))
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else if (IsKeyDown(KEY_D))
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{
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{
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if(curhorvel<=PMV){
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if(curhorvel<=MAX_PLAYER_SPEED){
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for(int i=0; i<PLAYER_SPEED_FACTOR;i++){
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curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
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curhorvel=curhorvel*curhorvel;
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}
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}
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}
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ApplyForce(
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ApplyForce(
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player,
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player,
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@@ -43,7 +39,7 @@ void UpdatePlayerControls(void)
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);
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);
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}
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}
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else{
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else{
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curhorvel=10.0f*scale;
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curhorvel=65.5f*scale;
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}
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}
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// if sspace key pressed (and player isn't already jumping), push player
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// if sspace key pressed (and player isn't already jumping), push player
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if (IsGrounded(player) &&
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if (IsGrounded(player) &&
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@@ -6,14 +6,13 @@
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const float scale = 43.7445319335f;
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const float scale = 43.7445319335f;
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const float g = 9.81f * scale;
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const float g = 9.81f * scale;
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const float PMV = 10000.0*scale; //Player Max Velocity
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const float PLAYER_SPEED_FACTOR =1.1f; //1.1 is good
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const int PLAYER_SPEED_FACTOR =2;
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const float JUMP_FORCE = 450.0f*scale;
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const float JUMP_FORCE = 300.0f*scale;
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const float AIR_DRAG = 0.999f;
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const float AIR_DRAG = 0.999f;
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const float GROUND_FRICTION = 1200.0f;
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const float GROUND_FRICTION = 27.432f*scale;
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const float MAX_PLAYER_SPEED = 300.0f;
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const float MAX_PLAYER_SPEED = 10.0f*scale;
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const float BOUNCE = 0.45f;
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const float BOUNCE = 0.45f;
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@@ -12,9 +12,9 @@ extern bool isSimulating;
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extern float simTime;
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extern float simTime;
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extern const float PMV;
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extern const float MAX_PLAYER_SPEED;
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extern const int PLAYER_SPEED_FACTOR;
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extern const float PLAYER_SPEED_FACTOR;
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void ApplyForce(Entity *e, Vector2 force);
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void ApplyForce(Entity *e, Vector2 force);
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bool IsGrounded(Entity *e);
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bool IsGrounded(Entity *e);
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