Use constants and normalized move direction

This commit is contained in:
Louis Pearson 2019-06-04 10:09:34 -06:00
parent 82aabf242a
commit 52764376ae
2 changed files with 14 additions and 5 deletions

View File

@ -24,6 +24,8 @@ const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_JUMP_ACCEL: f32 = 16.0;
const GLIDE_ACCEL: f32 = 15.0;
const GLIDE_SPEED: f32 = 45.0;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
impl<'a> System<'a> for Sys {
type SystemData = (
@ -88,11 +90,16 @@ impl<'a> System<'a> for Sys {
&& vel.0.z <= 0.0;
let gliding = glides.get(entity).is_some() && vel.0.z < 0.0;
let move_dir = if control.move_dir.magnitude() > 0.0 {
control.move_dir.normalized()
} else {
control.move_dir
};
if on_ground {
// Move player according to move_dir
if vel.0.magnitude() < HUMANOID_SPEED {
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * HUMANOID_ACCEL;
vel.0 += Vec2::broadcast(dt.0) * move_dir * HUMANOID_ACCEL;
}
// Jump
@ -101,11 +108,11 @@ impl<'a> System<'a> for Sys {
jumps.remove(entity);
}
} else if gliding && vel.0.magnitude() < GLIDE_SPEED {
let anti_grav = 9.81 * 3.95 + vel.0.z.powf(2.0) * 0.2;
let anti_grav = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
vel.0.z += dt.0 * anti_grav * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * GLIDE_ACCEL;
vel.0 += Vec2::broadcast(dt.0) * move_dir * GLIDE_ACCEL;
} else if vel.0.magnitude() < HUMANOID_AIR_SPEED {
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * HUMANOID_AIR_ACCEL;
vel.0 += Vec2::broadcast(dt.0) * move_dir * HUMANOID_AIR_ACCEL;
}
// Set direction based on velocity

View File

@ -14,6 +14,8 @@ use vek::*;
pub struct Sys;
const GRAVITY: f32 = 9.81 * 4.0;
const FRIC_GROUND: f32 = 0.15;
const FRIC_AIR: f32 = 0.015;
// Integrates forces, calculates the new velocity based off of the old velocity
// dt = delta time
@ -61,7 +63,7 @@ impl<'a> System<'a> for Sys {
// Integrate forces
// Friction is assumed to be a constant dependent on location
let friction = 50.0 * if on_ground { 0.15 } else { 0.015 };
let friction = 50.0 * if on_ground { FRIC_GROUND } else { FRIC_AIR };
vel.0 = integrate_forces(dt.0, vel.0, friction);
// Movement