mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-16 13:34:06 +09:00
new utility tiles: Sunstone and Daylight Capacitor
Former-commit-id: 1cd01c381d395a413baf50d851718205b2bfe1fd Former-commit-id: 0199c31f7e83ff6396128602985cfa3c13e07e63
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@@ -5,8 +5,6 @@ import net.torvald.terrarum.gamecontroller.EnumKeyFunc
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import net.torvald.terrarum.gamecontroller.KeyMap
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import net.torvald.terrarum.mapdrawer.MapDrawer
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import net.torvald.terrarum.Terrarum
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import net.torvald.spriteanimation.SpriteAnimation
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import org.dyn4j.geometry.ChainedVector2
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import org.dyn4j.geometry.Vector2
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import org.lwjgl.input.Controller
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import org.lwjgl.input.Controllers
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@@ -113,10 +111,23 @@ class Player : ActorWithBody, Controllable, Pocketed, Factionable, Luminous, Lan
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}
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/**
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* This code directly controls VELOCITY for walking, called walkX and walkY.
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*
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* In theory, we must add ACCELERATION to the velocity, but unfortunately it's arduous task
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* with this simulation code base.
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*
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* Reason: we have naïve friction code that is not adaptive at all and to add proper walking code to
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* this code base, ACCELERATION must be changed (in other words, we must deal with JERK) accordingly
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* to the FRICTION.
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*
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* So I'm adding walkX/Y and getting the ActorWithBody.setNewNextHitbox to use the velocity value of
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* walkX/Y + velocity, which is stored in variable moveDelta.
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*
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* Be warned.
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*
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* @param left (even if the game is joypad controlled, you must give valid value)
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* *
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* @param absAxisVal (set AXIS_POSMAX if keyboard controlled)
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* @author minjaesong
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*/
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private fun walkHorizontal(left: Boolean, absAxisVal: Float) {
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readonly_totalX = //veloX +
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