change rope swinging physics a bit
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4ae314f422
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@ -91,7 +91,7 @@ function Player:Smart()
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if self.noDriftFrames > 0 then
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if self.noDriftFrames > 0 then
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self.move_x = 0
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self.move_x = 0
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elseif Keybind:CheckDown(Keybind.move.left) then
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elseif Keybind:CheckDown(Keybind.move.left) then
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self.move_x = -1
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self.move_x = -self.moveSpeed
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self.vel.x = math.min(self.vel.x, -self.moveSpeed)
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self.vel.x = math.min(self.vel.x, -self.moveSpeed)
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elseif Keybind:CheckDown(Keybind.move.right) then
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elseif Keybind:CheckDown(Keybind.move.right) then
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self.move_x = 1
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self.move_x = 1
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@ -208,14 +208,15 @@ function Player:DoPhysics()
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-- hook state
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-- hook state
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if self.isHooked then
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if self.isHooked then
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local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
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local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
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if GetVectorValue(hook) > self.hookDistance then
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local dist = math.min(GetVectorValue(hook), self.hookDistance)
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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if Keybind:CheckDown(Keybind.move.right) then
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if Keybind:CheckDown(Keybind.move.right) then
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hook_angle = hook_angle - math.rad(0.05)
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hook_angle = hook_angle - math.rad(0.1)
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self.move_x = 0
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self.move_x = 0
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end
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end
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if Keybind:CheckDown(Keybind.move.left) then
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if Keybind:CheckDown(Keybind.move.left) then
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hook_angle = hook_angle + math.rad(0.05)
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hook_angle = hook_angle + math.rad(0.1)
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self.move_x = 0
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self.move_x = 0
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end
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end
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@ -230,14 +231,13 @@ function Player:DoPhysics()
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}
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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Particle:New(self.pos.x,self.pos.y,particle_data)
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local pos_x = self.hookAnchor.x + self.hookDistance * math.cos(hook_angle)
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local pos_x = self.hookAnchor.x + dist * math.cos(hook_angle)
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local pos_y = self.hookAnchor.y + self.hookDistance * math.sin(hook_angle)
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local pos_y = self.hookAnchor.y + dist * math.sin(hook_angle)
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self.vel.x = self.vel.x + pos_x - self.pos.x
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self.vel.x = self.vel.x + pos_x - self.pos.x
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self.vel.y = self.vel.y + pos_y - self.pos.y
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self.vel.y = self.vel.y + pos_y - self.pos.y
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self.pos.x = pos_x
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self.pos.x = pos_x
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self.pos.y = pos_y
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self.pos.y = pos_y
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end
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end
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end
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if self.canFall then
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if self.canFall then
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