diff options
| author | Max-001 <maxsmits21@kpnmail.nl> | 2024-12-29 12:29:40 +0100 | 
|---|---|---|
| committer | Max-001 <maxsmits21@kpnmail.nl> | 2024-12-29 12:29:40 +0100 | 
| commit | e7cebc43f567b0fa1701d953a9f25d5f527e89bb (patch) | |
| tree | b53e2f18c506f0f2771e236fa6830d2e0af59622 | |
| parent | bc66ba7754dec9d6f907bc69730f211ae2215906 (diff) | |
Added Player params to Config
| -rw-r--r-- | game/Config.h | 3 | ||||
| -rw-r--r-- | game/StartGameScript.cpp | 3 | ||||
| -rw-r--r-- | game/player/PlayerEndScript.cpp | 4 | ||||
| -rw-r--r-- | game/player/PlayerScript.cpp | 5 | ||||
| -rw-r--r-- | game/player/PlayerSubScene.cpp | 4 | 
5 files changed, 13 insertions, 6 deletions
| diff --git a/game/Config.h b/game/Config.h index 796ad6c..973944e 100644 --- a/game/Config.h +++ b/game/Config.h @@ -22,3 +22,6 @@ static constexpr int GAME_HEIGHT = 800; // In game units  static constexpr int VIEWPORT_X = 1100; // In game units  // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished  static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units + +static constexpr int PLAYER_SPEED = 100; // In game units +static constexpr int PLAYER_GRAVITY_SCALE = 40; // In game units diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 50ba86c..72bdcd5 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,4 +1,5 @@  #include "StartGameScript.h" +#include "Config.h"  #include <crepe/api/Animator.h>  #include <crepe/api/ParticleEmitter.h> @@ -50,7 +51,7 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {  	// Start camera movement, enable player jumping and disable this script  	if (player_transform.position.x > 500) {  		Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); -		rb.data.linear_velocity = vec2(100, 0); +		rb.data.linear_velocity = vec2(PLAYER_SPEED, 0);  		BehaviorScript & player_script  			= this->get_components_by_name<BehaviorScript>("player").front();  		player_script.active = true; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index 80d3011..8833c28 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -1,5 +1,7 @@  #include "PlayerEndScript.h" +#include "../Config.h" +  #include <crepe/api/Animator.h>  #include <crepe/api/BoxCollider.h>  #include <crepe/api/CircleCollider.h> @@ -50,7 +52,7 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {  		} else if (jump == 2) {  			rb_player.data.angular_velocity = 0;  			rb_player.data.elasticity_coefficient = 0; -			rb_player.data.linear_velocity = vec2(100, 0); +			rb_player.data.linear_velocity = vec2(PLAYER_SPEED, 0);  			rb_player.data.linear_velocity_coefficient = vec2(0.5, 0.5);  			rb_camera.data.linear_velocity_coefficient = vec2(0.5, 0.5);  			for (Animator & anim : anim_player) { diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index 7f5d0c4..3b4cc5e 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,5 +1,6 @@  #include "PlayerScript.h" -#include "api/BehaviorScript.h" + +#include "../Config.h"  #include <crepe/api/Animator.h>  #include <crepe/api/ParticleEmitter.h> @@ -79,7 +80,7 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {  	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();  	if (this->get_key_state(Keycode::SPACE)) { -		rb.add_force_linear(vec2(0, -10)); +		rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 3));  		if (prev_anim != 1) {  			for (Animator & anim : animators) {  				anim.active = true; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index 91ae882..7e78e82 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -141,9 +141,9 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  	);  	player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));  	player.add_component<Rigidbody>(Rigidbody::Data { -		.gravity_scale = 20, +		.gravity_scale = PLAYER_GRAVITY_SCALE,  		.body_type = Rigidbody::BodyType::DYNAMIC, -		.linear_velocity = vec2(100, 0), +		.linear_velocity = vec2(PLAYER_SPEED, 0),  		.collision_layers  		= {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE},  		.collision_layer = COLL_LAY_PLAYER, |