Adding realistic physics to the jump

This commit is contained in:
Anonymus Raccoon
2020-01-04 21:25:51 +01:00
parent 3bdda0c03d
commit f4efcb022f
4 changed files with 5 additions and 13 deletions
+1 -1
View File
@@ -12,7 +12,7 @@
<gravity_component speed="2000" />
<keyboard_controller left="16" right="3" jump="57" />
<walk_action acceleration="3000" max_acceleration="100" decceleration="100"/>
<jump_action acceleration="7000" counterforce="6000"/>
<jump_action acceleration="50000" counterforce="6000"/>
<friction_component value=".7" />
<collision_component layer="11000000" />
</gc_entity>
+1 -10
View File
@@ -23,16 +23,7 @@ gc_entity *entity, float dtime)
struct movable_component *mov = GETCMP(movable_component);
struct collision_component *col = GETCMP(collision_component);
if (mov->acceleration.y > -grav->gravity_speed) {
if (mov->acceleration.y > 0)
mov->acceleration.y -= grav->gravity_speed;
else
mov->acceleration.y = -grav->gravity_speed;
}
if (mov->acceleration.y < 0 && col->distance_down == 0) {
mov->acceleration.y = 0;
mov->velocity.y = 0;
}
mov->acceleration.y -= grav->gravity_speed;
(void)system;
(void)dtime;
(void)engine;
+2 -1
View File
@@ -30,7 +30,8 @@ gc_entity *entity, float dtime)
jump->contered = false;
} else if (!jump->contered && mov->acceleration.y > 0 && !con->jumping) {
jump->contered = true;
mov->acceleration.y = MAX(mov->acceleration.y - jump->counterforce, 0);
if (mov->acceleration.y > 0)
mov->acceleration.y -= MIN(jump->counterforce, mov->acceleration.y);
}
(void)system;
(void)dtime;