WIP docs: commenting in codebase and README updates

This commit is contained in:
2026-06-16 12:09:31 -04:00
committed by P7MJ
parent 4b545205aa
commit a7d368cdcc
11 changed files with 84 additions and 33 deletions

View File

@@ -1,20 +1,26 @@
#include <math.h>
// better hope you were paying attention in physics class for this one
#include "physics.h"
#include "world.h"
#include "config.h"
// Main physics update loop for all entities
void UpdateEntities(float dt, int screenWidth)
{
// Iterate through all possible entities
for (int i = 0; i < MAX_ENTITIES; i++)
{
Entity *e = &entities[i];
// Skip inactive entities
if (!e->active)
continue;
// Check if entity is currently touching the ground
// YOU'RE GROUNDED!!! lol
bool onGround = IsGrounded(e);
// Apply gravity force if enabled for this entity
if (e->affectedByGravity)
{
ApplyForce(
@@ -23,21 +29,25 @@ void UpdateEntities(float dt, int screenWidth)
);
}
// Compute acceleration from accumulated forces (F = ma)
e->acceleration.x =
e->force.x / e->mass;
e->acceleration.y =
e->force.y / e->mass;
// Integrate velocity from acceleration
e->velocity.x +=
e->acceleration.x * dt;
e->velocity.y +=
e->acceleration.y * dt;
// Apply air drag to slow movement over time
e->velocity.x *= AIR_DRAG;
e->velocity.y *= AIR_DRAG;
// Apply ground friction when on the ground
if (onGround)
{
if (e->velocity.x > 0)
@@ -58,6 +68,7 @@ void UpdateEntities(float dt, int screenWidth)
}
}
// Clamp player horizontal speed
if (e->isPlayer)
{
if (e->velocity.x > MAX_PLAYER_SPEED)
@@ -67,14 +78,17 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.x = -MAX_PLAYER_SPEED;
}
// Integrate position from velocity
e->position.x +=
e->velocity.x * dt;
e->position.y +=
e->velocity.y * dt;
// Reset forces after integration step
e->force = (Vector2){0, 0};
// Ground collision
if (e->position.y +
e->size * 0.5f >=
ground_y)
@@ -86,12 +100,14 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.y *=
-BOUNCE;
// Stop tiny bounces... or at least, attempt to.
if (fabsf(e->velocity.y) < 15.0f)
{
e->velocity.y = 0;
}
}
// Left wall collision
if (e->position.x -
e->size * 0.5f < 0)
{
@@ -101,6 +117,7 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.x *= -0.6f;
}
// Right wall collision
if (e->position.x +
e->size * 0.5f >
screenWidth)