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-rw-r--r--game/Config.h2
-rw-r--r--game/StartGameScript.cpp2
-rw-r--r--game/player/PlayerEndScript.cpp7
-rw-r--r--game/player/PlayerSubScene.cpp2
4 files changed, 8 insertions, 5 deletions
diff --git a/game/Config.h b/game/Config.h
index 1e51141..d6f8349 100644
--- a/game/Config.h
+++ b/game/Config.h
@@ -23,5 +23,5 @@ 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 = 150; // In game units
+static constexpr int PLAYER_SPEED = 7500; // In game units
static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units
diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp
index 72bdcd5..c786eb4 100644
--- a/game/StartGameScript.cpp
+++ b/game/StartGameScript.cpp
@@ -51,7 +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(PLAYER_SPEED, 0);
+ rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 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 4cd2cd0..e04fb9d 100644
--- a/game/player/PlayerEndScript.cpp
+++ b/game/player/PlayerEndScript.cpp
@@ -1,6 +1,7 @@
#include "PlayerEndScript.h"
#include "../Config.h"
+#include "manager/LoopTimerManager.h"
#include <crepe/api/Animator.h>
#include <crepe/api/BoxCollider.h>
@@ -28,6 +29,8 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {
Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front();
Rigidbody & rb_camera = this->get_components_by_name<Rigidbody>("camera").front();
+ float dt = this->get_loop_timer().get_fixed_delta_time().count();
+
if (jump == 0) {
int random_number = rand() % 4;
for (Animator & anim : anim_player) {
@@ -44,7 +47,7 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {
}
if (jump == 0) {
- rb_player.data.angular_velocity = 320;
+ rb_player.data.angular_velocity = 16000 * dt;
rb_player.data.angular_velocity_coefficient = 0.7;
jump++;
} else if (jump == 1) {
@@ -58,7 +61,7 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {
rb_player.data.angular_velocity = 0;
rb_player.data.elasticity_coefficient = 0;
- rb_player.data.linear_velocity = vec2(PLAYER_SPEED, 0);
+ rb_player.data.linear_velocity = vec2(PLAYER_SPEED * dt, 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/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp
index 7e78e82..c1e5e2f 100644
--- a/game/player/PlayerSubScene.cpp
+++ b/game/player/PlayerSubScene.cpp
@@ -143,7 +143,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
player.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = PLAYER_GRAVITY_SCALE,
.body_type = Rigidbody::BodyType::DYNAMIC,
- .linear_velocity = vec2(PLAYER_SPEED, 0),
+ .linear_velocity = vec2(PLAYER_SPEED * 0.02, 0),
.collision_layers
= {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE},
.collision_layer = COLL_LAY_PLAYER,