diff options
-rw-r--r-- | game/Config.h | 2 | ||||
-rw-r--r-- | game/StartGameScript.cpp | 2 | ||||
-rw-r--r-- | game/player/PlayerEndScript.cpp | 7 | ||||
-rw-r--r-- | game/player/PlayerSubScene.cpp | 2 |
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, |