REWORKED HOW THINGS ARE SCALED

speed values should be adjusted accordingly, but maybe i slipped some

i changed:
player acc
arrow speed

i intentionally didnt change:
jump speed
This commit is contained in:
lustlion
2021-10-25 02:00:21 +02:00
parent 1e1f9edb45
commit b8b2525975
5 changed files with 27 additions and 22 deletions

View File

@@ -129,8 +129,8 @@ function Kupo:HandleAnimation()
DrawAnimationFrame(
self.bow,
math.min(self.bow_frame,self.bow_frames),
self.pos.x + ( 8 * math.sin(self.bow_rotation)) * game.scale,
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)) * game.scale,
self.pos.x + ( 8 * math.sin(self.bow_rotation)),
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)),
self.bow_rotation
)
end

View File

@@ -12,18 +12,18 @@
y = 0
}
-- constants
o.acc = 90
o.acc = 45
o.friction = 20
o.gravity = 9.81
o.climbHeight = 4
o.jumpForce = 5
o.maxSpeed = 600
o.jumpMaxSpeed = 9.5
o.jumpMaxSpeed = 9.5
o.zeroSpeed = 0.001
-- bools
o.isJumping = false
o.isOnGround = 0
o.coyoteValue = 10
o.coyoteValue = 5
o.isOnLadder = false
o.canJump = true
o.canFall = true
@@ -147,7 +147,7 @@ function Player:DoPhysics()
self.vel.y = 0
self.vel.x = 0
self.pos.y = self.pos.y - 4*game.scale * current_dt
self.pos.y = self.pos.y - 4 * current_dt
self.canFall = false
self.canJump = false
@@ -159,11 +159,11 @@ function Player:DoPhysics()
-- checks for slopes
for i = 1, self.climbHeight do
if not isThereCollisionAt(self.pos.x + self.vel.x, self.pos.y - i * game.scale)
if not isThereCollisionAt(self.pos.x + self.vel.x, self.pos.y - i)
and self.isOnGround > 0 then
self.pos.x = self.pos.x + self.vel.x * 4/5
self.pos.y = self.pos.y - i * game.scale
self.pos.y = self.pos.y - i
self.canFriction = false
break

View File

@@ -28,8 +28,8 @@ function Entity:Draw()
if self.sprite ~= nil then
local relative_position_x = self.pos.x - Camera.pos.x
local relative_position_y = self.pos.y - Camera.pos.y
local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * game.scale
local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * game.scale
local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation))
local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation))
local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
love.graphics.draw(
@@ -37,8 +37,8 @@ function Entity:Draw()
relative_position_x + origin_compensation_x * dimensions_x,
relative_position_y + origin_compensation_y * dimensions_y,
self.sprite_rotation,
game.scale * self.sprite_scale.x * self.sprite_flip.x,
game.scale * self.sprite_scale.y * self.sprite_flip.y
self.sprite_scale.x * self.sprite_flip.x,
self.sprite_scale.y * self.sprite_flip.y
)
if debug_collision then
love.graphics.setColor(1, 0, 0)
@@ -78,8 +78,8 @@ function DrawAnimationFrame(animation, frame, x, y, rotate, sx, sy)
x - Camera.pos.x,
y - Camera.pos.y,
rotate,
game.scale * sx,
game.scale * sy
sx,
sy
)
end
@@ -107,8 +107,8 @@ function DrawAnimation(animation, x, y, rotate, sx, sy)
x - Camera.pos.x,
y - Camera.pos.y,
rotate,
game.scale * sx,
game.scale * sy
sx,
sy
)
end

View File

@@ -64,6 +64,6 @@ levelProperties = {
tileProperties = {
width = 16,
height = 16,
scale = game.scale,
scale = 1,
tileset = love.graphics.newImage("assets/terrain/tileset.png")
}