implemented jump
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							|  | @ -61,11 +61,15 @@ void player_start(Player* self) { | ||||||
| 
 | 
 | ||||||
| void player_update(Player* self, float dt) { | void player_update(Player* self, float dt) { | ||||||
|     Vector velocity = rigidbody_get_velocity(self->rigidbody); |     Vector velocity = rigidbody_get_velocity(self->rigidbody); | ||||||
|     Vector velocity_target = {directional.x, directional.y}; |     Vector velocity_target = {directional.x, velocity.y}; | ||||||
|     rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 20.f), 0); |     if(directional.y < 0) { | ||||||
|     // rigidbody_accelerate(self->rigidbody, (Vector){0.0f, 20.f}, 0);
 |         directional.y = 0; | ||||||
|  |         velocity.y = -20.f; | ||||||
|  |         rigidbody_set_velocity(self->rigidbody, velocity); | ||||||
|  |     } | ||||||
|  |     rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 50.f), 0); | ||||||
|  |     rigidbody_accelerate(self->rigidbody, (Vector){0.0f, 100.f}, 0); | ||||||
| 
 | 
 | ||||||
|     // LOG_INFO("%f %f", self->transform.position.x, self->transform.position.y);
 |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void player_collision(Player* self, Collision hit) { | void player_collision(Player* self, Collision hit) { | ||||||
|  |  | ||||||
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