more physics tweaks

This commit is contained in:
Josh Deprez 2021-08-12 15:37:09 +10:00
parent 88295b720d
commit 5e6bd64fef

View file

@ -30,25 +30,41 @@ func (aw *Awakeman) Update() error {
const (
bounceDampen = 0.5
gravity = 0.3
jumpVelocity = -3.5
jumpVelocity = -3.6
runVelocity = 1.4
)
// High-school physics time! Under constant acceleration:
// v = v_0 + a*t
// and
// s = t * (v_0 + v) / 2
// (note t is in ticks and s is in world units)
// and since we get one Update per tick (t = 1),
// v = v_0 + a,
// and
// s = (v_0 + v) / 2.
// Capture current v_0 to use later.
ux, uy := aw.vx, aw.vy
// Standing on something?
if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
// Not falling
// Not falling. Let's assume aw always lands safely.
// Setting a = -v_0 gives v = v_0 - v_0 = 0.
aw.vy = 0
aw.coyoteTimer = 5
} else {
// Falling
// Falling. v = v_0 + a, and a is gravity.
aw.vy += gravity
if aw.coyoteTimer > 0 {
aw.coyoteTimer--
}
}
// Handle controls
// NB: spacebar sometimes does things on web pages (scrolls down)
if aw.coyoteTimer > 0 && (inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ)) {
// Jump
// Jump. One frame of a = jumpVelocity (ignoring any gravity already applied this tick).
aw.vy = jumpVelocity
}
switch {
@ -76,8 +92,11 @@ func (aw *Awakeman) Update() error {
aw.camera.Rotation += math.Pi / 6
}
*/
aw.MoveX(aw.vx, func() { aw.vx = -aw.vx * bounceDampen })
aw.MoveY(aw.vy, func() { aw.vy = -aw.vy * bounceDampen })
// s = (v_0 + v) / 2.
// On collision, bounce a little bit.
aw.MoveX((ux+aw.vx)/2, func() { aw.vx = -aw.vx * bounceDampen })
aw.MoveY((uy+aw.vy)/2, func() { aw.vy = -aw.vy * bounceDampen })
// aw.Pos is top-left corner, so add half size to get centre
aw.camera.Centre = aw.Pos.Add(aw.Size.Div(2))
return aw.Sprite.Update()