Coyote time
This commit is contained in:
parent
8216e5863b
commit
85523d8311
36
Changes.md
36
Changes.md
|
@ -1,5 +1,41 @@
|
|||
# Changes
|
||||
|
||||
## v0.14.0 TBD
|
||||
|
||||
Level screenshots and thumbnails:
|
||||
|
||||
* Level files will begin to take thumbnail screenshots of themselves and
|
||||
store them as PNG images embedded with the level data, and are displayed
|
||||
on the Story Mode level select screen.
|
||||
* A thumbnail is saved the first time your level is saved, and can be
|
||||
viewed and re-computed in the Level->Level Properties window of the
|
||||
editor.
|
||||
* Tip: for bounded levels when you want to screenshot the bottom edge,
|
||||
try setting the page type to Unbounded to get a good screenshot and
|
||||
then set it back to Bounded before saving the level.
|
||||
* In the editor, a new Level->Take Screenshot menu item is available which
|
||||
will save just your editor viewport as a PNG image to your screenshots
|
||||
folder.
|
||||
* In the editor, the Level->Giant Screenshot feature has been improved.
|
||||
* It now will show a confirmation modal, warning that it may take a
|
||||
while to screenshot a very large level.
|
||||
* While the giant screenshot is processing, a progress bar modal will
|
||||
block interaction with the game so that you don't accidentally modify
|
||||
the level while the screenshot is generating.
|
||||
|
||||
Some minor changes:
|
||||
|
||||
* Tweaked the player movement physics and adjusted doodads accordingly.
|
||||
* The player is given a lower gravity while they are jumping into the air
|
||||
than the standard (faster) gravity when they are falling. This results
|
||||
in a smoother jump animation instead of the player launching quickly from
|
||||
the ground in order to overcome the constant (fast) gravity.
|
||||
* Coyote time where the player can still jump a few frames late when they
|
||||
walk off a cliff and jump late.
|
||||
* Sound effects are now preferred to be in OGG format over MP3 as it is more
|
||||
reliable to compile the game cross-platform without the dependency on mpg123.
|
||||
* The game window maximizes on startup to fill the screen.
|
||||
|
||||
## v0.13.2 (Dec 2 2023)
|
||||
|
||||
This release brings some new features and optimization for the game's file
|
||||
|
|
|
@ -31,7 +31,7 @@ var (
|
|||
Y: 60,
|
||||
}
|
||||
|
||||
// Player speeds
|
||||
// Player speeds, gravity and movement physics.
|
||||
PlayerMaxVelocity float64 = 7
|
||||
PlayerJumpVelocity float64 = -15
|
||||
PlayerAcceleration float64 = 0.04 // 0.12
|
||||
|
@ -44,6 +44,7 @@ var (
|
|||
SwimGravity float64 = 3
|
||||
SwimJumpVelocity float64 = -12
|
||||
SwimJumpCooldown uint64 = 24 // number of frames of cooldown between swim-jumps
|
||||
CoyoteFrames uint64 = 4 // Coyote time, frames after we walk off a cliff but can still jump late
|
||||
SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
|
||||
|
||||
// Number of game ticks to insist the canvas follows the player at the start
|
||||
|
|
|
@ -9,7 +9,7 @@ import (
|
|||
const (
|
||||
AppName = "Sketchy Maze"
|
||||
Summary = "A drawing-based maze game"
|
||||
Version = "0.13.2"
|
||||
Version = "0.14.0"
|
||||
Website = "https://www.sketchymaze.com"
|
||||
Copyright = "2023 Noah Petherbridge"
|
||||
Byline = "a game by Noah Petherbridge."
|
||||
|
|
|
@ -62,7 +62,7 @@ func (s *PlayScene) movePlayer(ev *event.State) {
|
|||
s.jumpCooldownUntil = shmem.Tick + balance.SwimJumpCooldown
|
||||
velocity.Y = balance.SwimJumpVelocity
|
||||
}
|
||||
} else if s.Player.Grounded() {
|
||||
} else if s.Player.Grounded() || s.Player.IsCoyoteTime(true) {
|
||||
velocity.Y = balance.PlayerJumpVelocity
|
||||
}
|
||||
} else {
|
||||
|
|
|
@ -6,11 +6,13 @@ import (
|
|||
"sort"
|
||||
"sync"
|
||||
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/collision"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/physics"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
|
||||
"git.kirsle.net/go/render"
|
||||
"github.com/dop251/goja"
|
||||
"github.com/google/uuid"
|
||||
|
@ -50,6 +52,7 @@ type Actor struct {
|
|||
position render.Point
|
||||
velocity physics.Vector
|
||||
grounded bool
|
||||
lostGroundAt uint64 // tick where grounded last became false, for coyote time
|
||||
|
||||
// Animation variables.
|
||||
animations map[string]*Animation
|
||||
|
@ -205,12 +208,30 @@ func (a *Actor) Grounded() bool {
|
|||
|
||||
// SetGrounded sets the actor's grounded value. If true, also sets their Y velocity to zero.
|
||||
func (a *Actor) SetGrounded(v bool) {
|
||||
if a.grounded && !v {
|
||||
a.lostGroundAt = shmem.Tick
|
||||
}
|
||||
|
||||
a.grounded = v
|
||||
// if v && a.velocity.Y > 0 {
|
||||
// a.velocity.Y = 0
|
||||
// }
|
||||
}
|
||||
|
||||
// IsCoyoteTime returns whether the actor has only just lost ground, so can still
|
||||
// jump a few frames late.
|
||||
//
|
||||
// Pass a true value to unset, or "consume" the coyote time. The next call will
|
||||
// then return that it is not coyote time, even if the lost ground frame is still
|
||||
// within the CoyoteFrames threshold.
|
||||
func (a *Actor) IsCoyoteTime(reset bool) (result bool) {
|
||||
result = shmem.Tick-a.lostGroundAt <= balance.CoyoteFrames
|
||||
if reset {
|
||||
a.lostGroundAt = 0
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
// Hide makes the actor invisible.
|
||||
func (a *Actor) Hide() {
|
||||
a.hidden = true
|
||||
|
|
Loading…
Reference in New Issue
Block a user