From d52ae5fe4578b348ff6a0b7805219b942cb5cbbe Mon Sep 17 00:00:00 2001 From: Sara Date: Wed, 25 Oct 2023 23:25:23 +0200 Subject: [PATCH] changed jump speed and reordered collision shape points for player --- src/player.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/player.c b/src/player.c index 9662301..46fa6a1 100644 --- a/src/player.c +++ b/src/player.c @@ -41,10 +41,10 @@ void player_start(Player* self) { .transform = {ZeroVector, {4, 4}, 0}, .sprite = sprite_from_spritesheet(spr_player_standing, 0), .shape = shape_new((Vector[]){ + {ex_w, -rr}, {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) }; self->rigidbody = rigidbody_make(Player_as_Transformable(self)); @@ -59,7 +59,7 @@ void player_update(Player* self, float dt) { Vector velocity_target = {self->is_grounded ? _directional.x : velocity.x, velocity.y}; if(_directional.y < 0 && self->is_grounded) { _directional.y = 0; - velocity.y = -20.f; + velocity.y = -30.f; rigidbody_set_velocity(self->rigidbody, velocity); } rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 50.f), 0);