physics code tweaks
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5e6bd64fef
commit
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1 changed files with 8 additions and 7 deletions
15
game/aw.go
15
game/aw.go
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@ -3,6 +3,7 @@ package game
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import (
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import (
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"encoding/gob"
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"encoding/gob"
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"image"
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"image"
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"math"
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"drjosh.dev/gurgle/engine"
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"drjosh.dev/gurgle/engine"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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@ -28,7 +29,8 @@ type Awakeman struct {
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func (aw *Awakeman) Update() error {
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func (aw *Awakeman) Update() error {
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const (
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const (
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bounceDampen = 0.5
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notFallingε = 0.2
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restitution = -0.3
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gravity = 0.3
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gravity = 0.3
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jumpVelocity = -3.6
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jumpVelocity = -3.6
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runVelocity = 1.4
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runVelocity = 1.4
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@ -46,10 +48,9 @@ func (aw *Awakeman) Update() error {
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// Capture current v_0 to use later.
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// Capture current v_0 to use later.
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ux, uy := aw.vx, aw.vy
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ux, uy := aw.vx, aw.vy
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// Standing on something?
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// Has traction?
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if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
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if math.Abs(aw.vy) < notFallingε && aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
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// Not falling. Let's assume aw always lands safely.
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// Not falling.
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// Setting a = -v_0 gives v = v_0 - v_0 = 0.
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aw.vy = 0
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aw.vy = 0
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aw.coyoteTimer = 5
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aw.coyoteTimer = 5
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} else {
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} else {
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@ -95,8 +96,8 @@ func (aw *Awakeman) Update() error {
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// s = (v_0 + v) / 2.
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// s = (v_0 + v) / 2.
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// On collision, bounce a little bit.
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// On collision, bounce a little bit.
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aw.MoveX((ux+aw.vx)/2, func() { aw.vx = -aw.vx * bounceDampen })
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aw.MoveX((ux+aw.vx)/2, func() { aw.vx *= restitution })
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aw.MoveY((uy+aw.vy)/2, func() { aw.vy = -aw.vy * bounceDampen })
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aw.MoveY((uy+aw.vy)/2, func() { aw.vy *= restitution })
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// aw.Pos is top-left corner, so add half size to get centre
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// aw.Pos is top-left corner, so add half size to get centre
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aw.camera.Centre = aw.Pos.Add(aw.Size.Div(2))
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aw.camera.Centre = aw.Pos.Add(aw.Size.Div(2))
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return aw.Sprite.Update()
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return aw.Sprite.Update()
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