speed up player movement and gravity
This commit is contained in:
22
js/player.js
22
js/player.js
@@ -67,8 +67,8 @@ const mech = {
|
||||
defaultMass: 5,
|
||||
mass: 5,
|
||||
FxNotHolding: 0.015,
|
||||
Fx: 0.015, //run Force on ground //this is reset in b.setModDefaults()
|
||||
FxAir: 0.015, //run Force in Air
|
||||
Fx: null, //run Force on ground //0.015 //this is set in b.setModDefaults()
|
||||
FxAir: 0.016, //run Force in Air
|
||||
yOff: 70,
|
||||
yOffGoal: 70,
|
||||
onGround: false, //checks if on ground or in air
|
||||
@@ -105,8 +105,8 @@ const mech = {
|
||||
Sy: 0, //adds a smoothing effect to vertical only
|
||||
Vx: 0,
|
||||
Vy: 0,
|
||||
jumpForce: 0.38, //this is reset in b.setModDefaults()
|
||||
gravity: 0.0019,
|
||||
jumpForce: null, //0.38 //this is reset in b.setModDefaults()
|
||||
gravity: 0.0024, //0.0019 //game.g is 0.001
|
||||
friction: {
|
||||
ground: 0.01,
|
||||
air: 0.0025
|
||||
@@ -202,21 +202,21 @@ const mech = {
|
||||
//sets a hard land where player stays in a crouch for a bit and can't jump
|
||||
//crouch is forced in keyMove() on ground section below
|
||||
const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 20 down velocity, unless the player is holding something
|
||||
if (momentum > 120) {
|
||||
if (momentum > 130) {
|
||||
mech.doCrouch();
|
||||
mech.yOff = mech.yOffWhen.jump;
|
||||
mech.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
|
||||
mech.hardLandCD = mech.cycle + Math.min(momentum / 6.5 - 6, 40)
|
||||
|
||||
// if (b.isModStompPauli) {
|
||||
// mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
|
||||
// }
|
||||
if (b.isModStomp) {
|
||||
const len = Math.min(25, (momentum - 110) * 0.1)
|
||||
const len = Math.min(25, (momentum - 120) * 0.1)
|
||||
for (let i = 0; i < len; i++) {
|
||||
b.spore(player) //spawn drone
|
||||
}
|
||||
} else if (game.isBodyDamage && player.velocity.y > 26 && momentum > 165 * b.modSquirrelFx) { //falling damage
|
||||
let dmg = Math.sqrt(momentum - 165) * 0.01
|
||||
} else if (game.isBodyDamage && player.velocity.y > 27 && momentum > 180 * b.modSquirrelFx) { //falling damage
|
||||
let dmg = Math.sqrt(momentum - 180) * 0.01
|
||||
dmg = Math.min(Math.max(dmg, 0.02), 0.20);
|
||||
mech.damage(dmg);
|
||||
}
|
||||
@@ -719,8 +719,8 @@ const mech = {
|
||||
definePlayerMass(mass = mech.defaultMass) {
|
||||
Matter.Body.setMass(player, mass);
|
||||
//reduce air and ground move forces
|
||||
mech.Fx = 0.075 / mass * b.modSquirrelFx
|
||||
mech.FxAir = 0.375 / mass / mass
|
||||
mech.Fx = 0.08 / mass * b.modSquirrelFx //base player mass is 5
|
||||
mech.FxAir = 0.4 / mass / mass //base player mass is 5
|
||||
//make player stand a bit lower when holding heavy masses
|
||||
mech.yOffWhen.stand = Math.max(mech.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
|
||||
if (mech.onGround && !mech.crouch) mech.yOffGoal = mech.yOffWhen.stand;
|
||||
|
||||
Reference in New Issue
Block a user