Fix gravity
it works now
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parent
4f9ea0a09a
commit
c5a230647e
10
app_debug.c
10
app_debug.c
@ -17,11 +17,17 @@ void app_DebugText(App *app, vector_Vector *vec_string) {
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} else {
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} else {
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snprintf(
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snprintf(
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buf, sizeof(buf) - 1,
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buf, sizeof(buf) - 1,
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"Player:\n Pos: [%.4lf, %.4lf], Vec:[%.4lf, %.4lf]\n",
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"Player:\n"
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" Pos: [%.4lf, %.4lf]\n"
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" Vec:[%.4lf, %.4lf]\n"
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" OnGround: %s\n"
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" JumpCount: %d\n",
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player->super->position->position.x,
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player->super->position->position.x,
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player->super->position->position.y,
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player->super->position->position.y,
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player->super->position->velocity.x,
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player->super->position->velocity.x,
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player->super->position->velocity.y);
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player->super->position->velocity.y,
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(player->onGround ? "true" : "false"),
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player->jumpCount);
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PUSH_STRING(buf);
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PUSH_STRING(buf);
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}
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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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}
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static double gravity = 30;
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static double gravity = 1000;
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void physics_Advance(System_Physics *sys, Duration deltaTime) {
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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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for (tree_Node *i = tree_FirstNode(sys->pos);
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18
player.c
18
player.c
@ -46,7 +46,7 @@ void player_DeleteEntity(System_Player *sys, uintptr_t id) {
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}
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}
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static double walkSpeed = 200.0, jumpSpeed = 500.0;
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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 int airjumpCount = 1;
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void player_Advance(System_Player *sys, Duration deltaTime) {
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void player_Advance(System_Player *sys, Duration deltaTime) {
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@ -61,25 +61,19 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
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targetVecX += -walkSpeed;
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targetVecX += -walkSpeed;
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if (input_IsPressed(input->keys[input_Key_Right]))
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if (input_IsPressed(input->keys[input_Key_Right]))
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targetVecX += walkSpeed;
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targetVecX += walkSpeed;
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double targetVecY = 0.0;
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if (input_IsPressed(input->keys[input_Key_Up]))
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targetVecY += -walkSpeed;
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if (input_IsPressed(input->keys[input_Key_Down]))
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targetVecY += walkSpeed;
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sys->player->super->position->velocity.x = targetVecX;
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sys->player->super->position->velocity.x = targetVecX;
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sys->player->super->position->velocity.y = targetVecY;
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if (sys->player->onGround)
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if (sys->player->onGround)
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sys->player->jumpCount = 0;
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sys->player->jumpCount = 0;
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// Jump
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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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if (sys->player->onGround || sys->player->jumpCount < airjumpCount)
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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->super->position->velocity.y = -jumpSpeed;
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if (!sys->player->onGround) // Took the second clause, airjumped
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if (!sys->player->onGround) // Took the second clause, airjumped
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sys->player->jumpCount++;
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sys->player->jumpCount++;
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}
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}
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}
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// Check OnGround again
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// Check OnGround again
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@ -20,12 +20,10 @@ void render_DrawText(int x, int y, const char *str) {
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vector_Clear(tbuf);
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vector_Clear(tbuf);
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int len = strlen(str);
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int len = strlen(str);
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printf("%s, len=%d\n", str, len);
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int i = 0;
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int i = 0;
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while (i < len) {
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while (i < len) {
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if (str[i] == '\n') {
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if (str[i] == '\n') {
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vector_Push(tbuf, &zero);
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vector_Push(tbuf, &zero);
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printf("outtext: \"%s\"\n", vector_Data(tbuf));
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outtextxy(cx, cy, (LPCTSTR)vector_Data(tbuf));
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outtextxy(cx, cy, (LPCTSTR)vector_Data(tbuf));
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cy += TEXTHEIGHT;
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cy += TEXTHEIGHT;
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