adjust gravitation and jump
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@ -28,7 +28,7 @@ singleHandler level event = do
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Jump -> if multiplier > 0 && pcGrounded pituicat
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Jump -> if multiplier > 0 && pcGrounded pituicat
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then A.log Debug "jumping"
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then A.log Debug "jumping"
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(Just pituicat
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(Just pituicat
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{ pcVel = pcVel pituicat + V2 0 250
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{ pcVel = pcVel pituicat + V2 0 300
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, pcGrounded = False
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, pcGrounded = False
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}
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}
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)
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)
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@ -11,6 +11,8 @@ import Data.String (fromString)
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-- internal imports
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-- internal imports
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import Util
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import Classes.Graphics.Drawable
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import Classes.Graphics.Drawable
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import Classes.Graphics.Bindable
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import Classes.Graphics.Bindable
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import Classes.Prop
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import Classes.Prop
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@ -67,11 +69,11 @@ instance Prop Pituicat where
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instance Actor Pituicat where
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instance Actor Pituicat where
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perform dt p =
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perform dt p =
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let physCat = (accelerate dt . gravitate (V2 0 (-250)))
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let physCat = (accelerate dt . gravitate constG)
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(p {pcAcc = 0})
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(p {pcAcc = 0})
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(V2 _ dy) = pcVel physCat
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(V2 _ dy) = pcVel physCat
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finalCat = physCat
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finalCat = physCat
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{ pcGrounded = pcGrounded physCat || (dy < 0 && abs dy < 1)
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{ pcGrounded = pcGrounded physCat || (dy < 0 && abs dy < 2)
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}
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}
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in
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in
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(A.log Debug ("moving with " <> fromString (show $ pcVel finalCat))) finalCat
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(A.log Debug ("moving with " <> fromString (show $ pcVel finalCat))) finalCat
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@ -120,6 +122,6 @@ instance Collidible Pituicat where
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(V2 _ dy) = pcVel ncat
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(V2 _ dy) = pcVel ncat
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in
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in
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ncat
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ncat
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{ pcGrounded = dy > 0 && abs dy < 1
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{ pcGrounded = dy > 0 && abs dy < 2
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}
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}
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)
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)
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@ -5,9 +5,12 @@ import Affection
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import qualified SDL
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import qualified SDL
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import qualified SDL.Internal.Numbered as SDL
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import qualified SDL.Internal.Numbered as SDL
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import Linear
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-- internal imports
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-- internal imports
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import Types
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import Types.Application
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import Types.Subsystems
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globalKeyHandle
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globalKeyHandle
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:: GameData
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:: GameData
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@ -27,3 +30,6 @@ globalKeyHandle gd mesg@(MsgKeyboardEvent time win motion repeat keysym) =
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else
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else
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return ()
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return ()
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_ -> return ()
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_ -> return ()
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constG :: V2 Double
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constG = V2 0 (-500)
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