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