diff options
-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, |