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Add jumping
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@ -17,6 +17,12 @@
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#define SFG_GRAVITY_ACCELERATION 30
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/**
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Initial upwards speed of player's jump, in squares per second.
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*/
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#define SFG_PLAYER_JUMP_SPEED 80
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/**
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How quickly elevators and squeezers move, in RCL_Unit per second.
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*/
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20
main.c
20
main.c
@ -111,6 +111,9 @@ struct
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RCL_Camera camera;
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RCL_Vector2D direction;
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RCL_Unit verticalSpeed;
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RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
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for determining whether player is in the
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air. */
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} SFG_player;
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void SFG_recompurePLayerDirection()
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@ -138,6 +141,7 @@ void SFG_initPlayer()
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SFG_recompurePLayerDirection();
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SFG_player.verticalSpeed = 0;
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SFG_player.previousVerticalSpeed = 0;
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}
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RCL_RayConstraints SFG_rayConstraints;
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@ -516,7 +520,11 @@ void SFG_gameStep()
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else
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SFG_player.verticalSpeed = 0;
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#else
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SFG_player.verticalSpeed -= SFG_GRAVITY_SPEED_INCREASE_PER_FRAME;
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RCL_Unit verticalOffset =
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(SFG_keyPressed(SFG_KEY_JUMP) && (SFG_player.verticalSpeed == 0) &&
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(SFG_player.previousVerticalSpeed == 0)) ?
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SFG_PLAYER_JUMP_SPEED :
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(SFG_player.verticalSpeed - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME);
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#endif
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if (SFG_keyPressed(SFG_KEY_UP))
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@ -543,10 +551,16 @@ void SFG_gameStep()
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SFG_PREVIEW_MODE_SPEED_MULTIPLIER * SFG_player.verticalSpeed;
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#else
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RCL_moveCameraWithCollision(&(SFG_player.camera),moveOffset,
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SFG_player.verticalSpeed,SFG_floorHeightAt,SFG_ceilingHeightAt,1,1);
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verticalOffset,SFG_floorHeightAt,SFG_ceilingHeightAt,1,1);
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SFG_player.previousVerticalSpeed = SFG_player.verticalSpeed;
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RCL_Unit limit = RCL_max(RCL_max(0,verticalOffset),SFG_player.verticalSpeed);
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SFG_player.verticalSpeed =
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RCL_min(0,SFG_player.camera.height - previousHeight);
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RCL_min(limit,SFG_player.camera.height - previousHeight);
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/* ^ By "limit" we assure height increase caused by climbing a step doesn't
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add vertical velocity. */
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#endif
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}
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