Adjust physics numbers to feel like previous settings. Made it so walk animation doesn't reset when walking into walls

Co-authored-by: r3cp3ct <45179536+r3cp3ct@users.noreply.github.com>
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
main
sigonasr2 3 years ago
parent 31f9bb513b
commit 7762489fe6
  1. 30
      src/sig/objects/Player.java

@ -12,32 +12,32 @@ import sig.map.View;
import sig.objects.actor.State;
public class Player extends AnimatedObject{
final static double GRAVITY = 1300;
final static double NORMAL_FRICTION = 6400;
final static double NORMAL_JUMP_VELOCITY = -300;
final static double GRAVITY = 2600;
final static double NORMAL_FRICTION = 9600;
final static double NORMAL_JUMP_VELOCITY = -450;
final static boolean LEFT = false;
final static boolean RIGHT = true;
final static int jump_fall_AnimationWaitTime = 200;
final static int slide_AnimationWaitTime = 100;
final static int slide_duration = 700;
final static double WALKING_SPEED_LIMIT = 164;
final static double WALKING_SPEED_LIMIT = 246;
double y_acceleration = GRAVITY;
double y_acceleration_limit = 100;
double y_acceleration_limit = 150;
double x_acceleration = 0;
double x_acceleration_limit = 100;
double x_acceleration_limit = 150;
double x_velocity = 0;
double x_velocity_limit = 246;
double y_velocity = 5;
double y_velocity_limit = 500;
double sliding_velocity = 164;
double sliding_acceleration = 120;
double x_velocity_limit = 369;
double y_velocity = 7.5;
double y_velocity_limit = 750;
double sliding_velocity = 246;
double sliding_acceleration = 180;
double horizontal_drag = 2000;
double horizontal_drag = 3000;
double horizontal_friction = NORMAL_FRICTION;
double horizontal_air_drag = 800;
double horizontal_air_friction = 180;
double horizontal_air_drag = 1200;
double horizontal_air_friction = 270;
double jump_velocity = NORMAL_JUMP_VELOCITY;
@ -366,7 +366,7 @@ public class Player extends AnimatedObject{
setX(((int)(getX()+getAnimatedSpr().getWidth())/Tile.TILE_WIDTH)*Tile.TILE_WIDTH-Tile.TILE_WIDTH/2-3+check_distance_x);
}
x_acceleration = 0;
x_velocity = 0;
x_velocity = Math.signum(x_velocity)*0.000001;
sideCollision=true;
}
}

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