more physics tweaks
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parent
88295b720d
commit
5e6bd64fef
1 changed files with 25 additions and 6 deletions
31
game/aw.go
31
game/aw.go
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@ -30,25 +30,41 @@ func (aw *Awakeman) Update() error {
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const (
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bounceDampen = 0.5
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gravity = 0.3
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jumpVelocity = -3.5
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jumpVelocity = -3.6
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runVelocity = 1.4
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)
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// High-school physics time! Under constant acceleration:
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// v = v_0 + a*t
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// and
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// s = t * (v_0 + v) / 2
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// (note t is in ticks and s is in world units)
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// and since we get one Update per tick (t = 1),
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// v = v_0 + a,
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// and
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// s = (v_0 + v) / 2.
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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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// Standing on something?
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if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
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// Not falling
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// Not falling. Let's assume aw always lands safely.
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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.coyoteTimer = 5
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} else {
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// Falling
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// Falling. v = v_0 + a, and a is gravity.
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aw.vy += gravity
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if aw.coyoteTimer > 0 {
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aw.coyoteTimer--
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}
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}
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// Handle controls
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// NB: spacebar sometimes does things on web pages (scrolls down)
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if aw.coyoteTimer > 0 && (inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ)) {
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// Jump
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// Jump. One frame of a = jumpVelocity (ignoring any gravity already applied this tick).
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aw.vy = jumpVelocity
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}
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switch {
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@ -76,8 +92,11 @@ func (aw *Awakeman) Update() error {
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aw.camera.Rotation += math.Pi / 6
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}
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*/
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aw.MoveX(aw.vx, func() { aw.vx = -aw.vx * bounceDampen })
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aw.MoveY(aw.vy, func() { aw.vy = -aw.vy * bounceDampen })
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// s = (v_0 + v) / 2.
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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.MoveY((uy+aw.vy)/2, func() { aw.vy = -aw.vy * bounceDampen })
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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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return aw.Sprite.Update()
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