Dashing
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c5a230647e
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1b93095d73
2
input.c
2
input.c
@ -16,6 +16,7 @@ const char *input_KeyNames[input_Key_Count] = {
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"Attack",
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"Spell",
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"Use",
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"Dash",
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"Escape"};
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void input_SetDefaultKeymap(System_Input *sys) {
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@ -27,6 +28,7 @@ void input_SetDefaultKeymap(System_Input *sys) {
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sys->systemKeymap[input_Key_Attack] = 'J';
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sys->systemKeymap[input_Key_Spell] = 'K';
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sys->systemKeymap[input_Key_Use] = 'L';
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sys->systemKeymap[input_Key_Dash] = VK_OEM_1; // The ;: key on the US keyboard
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sys->systemKeymap[input_Key_Escape] = VK_ESCAPE;
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}
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1
input.h
1
input.h
@ -19,6 +19,7 @@ typedef enum {
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input_Key_Attack,
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input_Key_Spell,
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input_Key_Use,
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input_Key_Dash,
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input_Key_Escape,
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input_Key_Count
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} input_Key;
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2
main.cpp
2
main.cpp
@ -44,7 +44,7 @@ int main() {
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EndBatchDraw();
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Duration toSleep = {.microseconds = 1000000 / 60 - time_Reset(&lastFrame).microseconds};
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Duration toSleep = {.microseconds = 1000000 / 300 - time_Reset(&lastFrame).microseconds};
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duration_Sleep(toSleep);
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}
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@ -86,7 +86,7 @@ static inline void _physics_AdvanceEntity(System_Physics *sys, Entity *e, Durati
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}
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static double gravity = 1000;
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static double gravity = 2000;
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void physics_Advance(System_Physics *sys, Duration deltaTime) {
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for (tree_Node *i = tree_FirstNode(sys->pos);
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46
player.c
46
player.c
@ -4,6 +4,7 @@
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#include "app.h"
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#include "input.h"
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#include "types.h"
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#include "util/assert.h"
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#include <stdlib.h>
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@ -46,8 +47,9 @@ void player_DeleteEntity(System_Player *sys, uintptr_t id) {
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}
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static double walkSpeed = 300.0, jumpSpeed = 500.0;
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static int airjumpCount = 1;
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static double walkSpeed = 300.0, jumpSpeed = 800.0, dashSpeed = 1500.0;
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static int airjumpCount = 1, airdashCount = 1;
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static Duration dashLength = {.microseconds = 150000}, dashCooldown = {.microseconds = 400000};
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void player_Advance(System_Player *sys, Duration deltaTime) {
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if (!sys->player)
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@ -55,27 +57,55 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
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// The bulk of player logic right here
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System_Input *input = sys->super->input;
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if (sys->player->faceDirection != 1 && sys->player->faceDirection != -1)
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sys->player->faceDirection = 1; // Face right by default
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double targetVecX = 0.0;
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// Move left/right
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if (input_IsPressed(input->keys[input_Key_Left]))
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if (input_IsPressed(input->keys[input_Key_Left])) {
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sys->player->faceDirection = -1;
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targetVecX += -walkSpeed;
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if (input_IsPressed(input->keys[input_Key_Right]))
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}
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if (input_IsPressed(input->keys[input_Key_Right])) {
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sys->player->faceDirection = 1;
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targetVecX += walkSpeed;
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}
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sys->player->super->position->velocity.x = targetVecX;
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// Jump
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if (sys->player->onGround)
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sys->player->jumpCount = 0;
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// Jump
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if (sys->super->input->keys[input_Key_Jump] == JustPressed) {
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if (sys->super->input->keys[input_Key_Jump] == JustPressed ||
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(sys->super->input->keys[input_Key_Jump] == Pressed && dabs(sys->player->super->position->velocity.y) < 5)) {
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if (sys->player->onGround || sys->player->jumpCount < airjumpCount) {
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sys->player->super->position->velocity.y = -jumpSpeed;
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sys->player->storedSpeedY = -jumpSpeed;
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if (!sys->player->onGround) // Took the second clause, airjumped
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sys->player->jumpCount++;
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}
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}
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// Dash
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if (sys->player->onGround)
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sys->player->dashCount = 0;
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if (input_IsPressed(input->keys[input_Key_Dash]) &&
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(sys->player->onGround || sys->player->dashCount < airdashCount) &&
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time_Since(sys->player->lastDash).microseconds > dashCooldown.microseconds) {
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sys->player->lastDash = time_Now();
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if (!sys->player->onGround)
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sys->player->dashCount++;
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}
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// Am I dashing right now?
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if (time_Since(sys->player->lastDash).microseconds < dashLength.microseconds) {
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sys->player->super->position->velocity.x += sys->player->faceDirection * dashSpeed;
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sys->player->super->position->velocity.y = 0;
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} else { // Release the stored Y speed
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sys->player->super->position->velocity.y += sys->player->storedSpeedY;
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sys->player->storedSpeedY = 0;
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}
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// Check OnGround again
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if (dabs(sys->player->super->position->velocity.y) > EPS)
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sys->player->onGround = false;
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13
player.h
13
player.h
@ -16,10 +16,15 @@ typedef struct _Entity Entity;
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typedef struct {
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Entity *super;
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int jumpCount; // Number of times the player has jumped since leaving ground
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// (Initial jump does not count)
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bool onGround; // If the player is on the ground?
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bool moveLeft, moveRight; // If the player is moving left/right?
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int faceDirection; // +1 for right, -1 for left
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TimePoint lastDash;
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int dashCount; // Number of dashes the player did since in air
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int jumpCount; // Number of times the player has jumped since leaving ground
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// (Initial jump does not count)
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double storedSpeedY; // Speed stored in the middle of a dash
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bool onGround; // If the player is on the ground?
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bool moveLeft, moveRight; // If the player is moving left/right?
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} Component_Player;
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