free falling
after falling off most open maps you don't take damage you fall down into the level again above the entrance disabled smooth camera tracking for portals falling off map added a once every 7 seconds check to see if the player is suck inside the map if stuck you teleport to the level entrance catches about 90% of the ways to get stuck from falling too fast this might causing problems after more testing, not sure bug fixes
This commit is contained in:
10
js/player.js
10
js/player.js
@@ -196,14 +196,11 @@ const m = {
|
||||
look() { }, //set to lookDefault()
|
||||
lookDefault() {
|
||||
//always on mouse look
|
||||
m.angle = Math.atan2(
|
||||
simulation.mouseInGame.y - m.pos.y,
|
||||
simulation.mouseInGame.x - m.pos.x
|
||||
);
|
||||
m.angle = Math.atan2(simulation.mouseInGame.y - m.pos.y, simulation.mouseInGame.x - m.pos.x);
|
||||
//smoothed mouse look translations
|
||||
const scale = 0.8;
|
||||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale
|
||||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale
|
||||
|
||||
m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
|
||||
m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
|
||||
@@ -4609,6 +4606,7 @@ const m = {
|
||||
m.hole.isReady = false;
|
||||
m.fieldRange = 0
|
||||
Matter.Body.setPosition(player, simulation.mouseInGame);
|
||||
// simulation.translatePlayerAndCamera(simulation.mouseInGame) //too jerky
|
||||
m.buttonCD_jump = 0 //this might fix a bug with jumping
|
||||
const velocity = Vector.mult(Vector.normalise(sub), 20)
|
||||
Matter.Body.setVelocity(player, {
|
||||
|
||||
Reference in New Issue
Block a user