Friction, velocity, rendering

This commit is contained in:
2025-10-09 09:44:17 -05:00
parent c31bcf7f6a
commit 7622f81309
7 changed files with 93 additions and 75 deletions

View File

@@ -56,12 +56,21 @@ void entityUpdate(entity_t *entity) {
worldChunkPosAdd(&entity->position[i], entity->velocity[i]);
if(entity->velocity[i] < 0) {
entity->velocity[i] += ENTITY_FRICTION;
if(entity->velocity[i] >= -ENTITY_MIN_VELOCITY) entity->velocity[i] = 0;
} else {
entity->velocity[i] -= ENTITY_FRICTION;
if(entity->velocity[i] <= ENTITY_MIN_VELOCITY) entity->velocity[i] = 0;
// 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;
}
}

View File

@@ -18,49 +18,46 @@ void playerMovement(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
// Get movement angle as 0-> normalized vector.
{
vec2 dir = {
inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT),
inputAxis(INPUT_ACTION_DOWN, INPUT_ACTION_UP)
};
if(dir[0] == 0 && dir[1] == 0) return;
glm_vec2_normalize(dir);
entity->velocity[0] += (worldsubtile_t)(PLAYER_SPEED * dir[0]);
entity->velocity[1] += (worldsubtile_t)(PLAYER_SPEED * dir[1]);
vec2 dir = {
inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT),
inputAxis(INPUT_ACTION_DOWN, INPUT_ACTION_UP)
};
if(dir[0] == 0 && dir[1] == 0) return;
glm_vec2_normalize(dir);
entity->velocity[0] += (worldsubtile_t)(PLAYER_SPEED * dir[0]);
entity->velocity[1] += (worldsubtile_t)(PLAYER_SPEED * dir[1]);
// Update direction.
if(dir[0] > 0) {
if(entity->direction == DIRECTION_RIGHT) {
entity->direction = DIRECTION_RIGHT;
} else {
if(dir[1] < 0) {
entity->direction = DIRECTION_UP;
} else if(dir[1] > 0) {
entity->direction = DIRECTION_DOWN;
} else {
entity->direction = DIRECTION_RIGHT;
}
}
} else if(dir[0] < 0) {
if(entity->direction == DIRECTION_LEFT) {
entity->direction = DIRECTION_LEFT;
} else {
if(dir[1] < 0) {
entity->direction = DIRECTION_UP;
} else if(dir[1] > 0) {
entity->direction = DIRECTION_DOWN;
} else {
entity->direction = DIRECTION_LEFT;
}
}
} else if(dir[1] < 0) {
entity->direction = DIRECTION_UP;
} else if(dir[1] > 0) {
entity->direction = DIRECTION_DOWN;
}
// // Update direction.
// if(dir[0] > 0) {
// if(entity->direction == DIRECTION_RIGHT) {
// entity->direction = DIRECTION_RIGHT;
// } else {
// if(dir[1] < 0) {
// entity->direction = DIRECTION_UP;
// } else if(dir[1] > 0) {
// entity->direction = DIRECTION_DOWN;
// } else {
// entity->direction = DIRECTION_RIGHT;
// }
// }
// } else if(dir[0] < 0) {
// if(entity->direction == DIRECTION_LEFT) {
// entity->direction = DIRECTION_LEFT;
// } else {
// if(dir[1] < 0) {
// entity->direction = DIRECTION_UP;
// } else if(dir[1] > 0) {
// entity->direction = DIRECTION_DOWN;
// } else {
// entity->direction = DIRECTION_LEFT;
// }
// }
// } else if(dir[1] < 0) {
// entity->direction = DIRECTION_UP;
// } else if(dir[1] > 0) {
// entity->direction = DIRECTION_DOWN;
// }
}
void playerInteraction(entity_t *entity) {

View File

@@ -8,7 +8,7 @@
#pragma once
#include "dusk.h"
#define PLAYER_SPEED 4
#define PLAYER_SPEED 3
#define PLAYER_INTERACTION_RANGE 1.0f
#define PLAYER_INTERACTION_SIZE 0.5f