Back to floats.

This commit is contained in:
2025-10-10 09:16:08 -05:00
parent c4c43b23ad
commit 349e6e7c94
16 changed files with 164 additions and 220 deletions

View File

@@ -51,27 +51,16 @@ void entityUpdate(entity_t *entity) {
playerMovement(entity);
}
// Velocity
for(uint8_t i = 0; i < WORLD_DIMENSIONS; i++) {
if(entity->velocity[i] == 0) continue;
// Add velcoity
glm_vec3_muladds(entity->velocity, TIME.delta, entity->position);
worldPosAddSubtile(&entity->position[i], entity->velocity[i]);
// Apply friction
glm_vec3_muladds(
entity->velocity, -ENTITY_FRICTION * TIME.delta, entity->velocity
);
// Friction
worldsubtile_t v = entity->velocity[i];
if (v > 0) {
v -= ENTITY_FRICTION;
if (v < ENTITY_MIN_VELOCITY) v = 0;
} else if (v < 0) {
v += ENTITY_FRICTION;
if (v > -ENTITY_MIN_VELOCITY) v = 0;
}
if ((v > 0 && v < ENTITY_FRICTION) || (v < 0 && v > -ENTITY_FRICTION)) {
v = 0;
}
entity->velocity[i] = v;
// Clamp small velocities to zero
if(glm_vec3_norm(entity->velocity) < ENTITY_MIN_VELOCITY) {
glm_vec3_zero(entity->velocity);
}
}

View File

@@ -10,10 +10,9 @@
#include "rpg/entity/player.h"
#include "npc.h"
#include "physics/physics.h"
#include "rpg/world/worldunit.h"
#define ENTITY_FRICTION 2
#define ENTITY_MIN_VELOCITY 1
#define ENTITY_FRICTION 16.0f
#define ENTITY_MIN_VELOCITY 0.1f
#define ENTITY_COUNT 256
typedef struct map_s map_t;
@@ -30,8 +29,8 @@ typedef struct entity_s {
uint8_t id;
entitytype_t type;
direction_t direction;
worldpos_t position[WORLD_DIMENSIONS];
worldsubtile_t velocity[WORLD_DIMENSIONS];
vec3 position;
vec3 velocity;
union {
player_t player;

View File

@@ -11,6 +11,7 @@
#include "display/tileset/tileset_entities.h"
#include "rpg/rpgcamera.h"
#include "util/memory.h"
#include "time/time.h"
void playerInit(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
@@ -27,8 +28,8 @@ void playerMovement(entity_t *entity) {
if(dir[0] == 0 && dir[1] == 0) return;
glm_vec2_normalize(dir);
entity->velocity[0] += (worldsubtile_t)((float_t)PLAYER_SPEED * dir[0]);
entity->velocity[1] += (worldsubtile_t)((float_t)PLAYER_SPEED * dir[1]);
entity->velocity[0] += PLAYER_SPEED * dir[0] * TIME.fixedDelta;
entity->velocity[1] += PLAYER_SPEED * dir[1] * TIME.fixedDelta;
// Update direction.
if(dir[0] > 0) {

View File

@@ -8,7 +8,8 @@
#pragma once
#include "dusk.h"
#define PLAYER_SPEED 4
#define PLAYER_SPEED 32.0f
#define PLAYER_SPEED_RUNNING 64.0f
#define PLAYER_INTERACTION_RANGE 1.0f
#define PLAYER_INTERACTION_SIZE 0.5f