more debugging for collision sovler

This commit is contained in:
Sara 2023-10-17 17:17:16 +02:00
parent c7e6b2aa29
commit 74369d88fe
7 changed files with 71 additions and 36 deletions

View file

@ -41,11 +41,13 @@ void player_start(Player* self) {
float ex_w = 0.1f;
float h = .75f;
float r = 0.05f;
float rr = (r/3)*2;
self->shape = shape_new((Vector[]){
{r-ex_w, 0.f}, {-ex_w, -r},
{-ex_w, r-h}, {r-ex_w, -h},
{ex_w-r, -h}, {ex_w, r-h},
{ex_w, -r}, {ex_w-r, 0.f},
{r-ex_w, 0.f}, {-ex_w, -rr},
{-ex_w, rr-h}, {r-ex_w, -h},
{ex_w-r, -h}, {ex_w, rr-h},
{ex_w, -rr}, {ex_w-r, 0.f},
}, 8);
physics_world_add_entity(Player_as_PhysicsEntity(self));
@ -54,7 +56,7 @@ void player_start(Player* self) {
void player_update(Player* self, float dt) {
Vector velocity = rigidbody_get_velocity(self->rigidbody);
Vector velocity_target = {directional.x, directional.y};
rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 200.f));
rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 20.f));
}
void player_collision(Player* self, Collision hit) {