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Improved Player Physics
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parent
86b906d015
commit
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10 changed files with 295 additions and 109 deletions
25
src/player.h
25
src/player.h
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@ -108,8 +108,8 @@ public:
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m_speed = speed;
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}
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// Y direction is ignored
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void accelerate(v3f target_speed, f32 max_increase);
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void accelerateHorizontal(v3f target_speed, f32 max_increase);
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void accelerateVertical(v3f target_speed, f32 max_increase);
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v3f getPosition()
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{
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@ -196,17 +196,32 @@ public:
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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bool in_water;
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bool in_liquid;
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// This is more stable and defines the maximum speed of the player
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bool in_water_stable;
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bool in_liquid_stable;
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// Gets the viscosity of water to calculate friction
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u8 liquid_viscosity;
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bool is_climbing;
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bool swimming_up;
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bool swimming_vertical;
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bool camera_barely_in_ceiling;
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u8 light;
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Inventory inventory;
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f32 movement_acceleration_default;
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f32 movement_acceleration_air;
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f32 movement_acceleration_fast;
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f32 movement_speed_walk;
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f32 movement_speed_crouch;
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f32 movement_speed_fast;
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f32 movement_speed_climb;
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f32 movement_speed_jump;
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f32 movement_liquid_fluidity;
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f32 movement_liquid_fluidity_smooth;
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f32 movement_liquid_sink;
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f32 movement_gravity;
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u16 hp;
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float hurt_tilt_timer;
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