Fix collision bug
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fa66324833
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28a1256a88
2 changed files with 30 additions and 18 deletions
21
assets.h
21
assets.h
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@ -27,22 +27,17 @@ static const uint8_t map1[] =
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0,
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP,36,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP,35,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP,34,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP,33,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,10,1,1,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,0,33,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,0,34,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,0,35,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,0,36,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,1,36,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP,46,0,33,LCR_BLOCK_MATERIAL_CONCRETE,LCR_BLOCK_TRANSFORM_ROT_90),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,1,1,10,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,34,0,33,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,34,0,34,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,34,0,35,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,34,0,36,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,36,0,33,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,10,1,10,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,36,0,43,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,10,4,1,0,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP,32,32,32,LCR_BLOCK_MATERIAL_CONCRETE,LCR_BLOCK_TRANSFORM_ROT_180),
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/*
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,0,0,0,LCR_BLOCK_MATERIAL_CONCRETE,0),
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25
racing.h
25
racing.h
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@ -20,6 +20,9 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#include "tinyphysicsengine.h"
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// TODO: move some of this to constants?
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#if 0
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 100)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 11)
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#define LCR_CAR_TURN_FRICTION (4 * TPE_F / 4)
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@ -28,6 +31,20 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 20)
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#define LCR_CAR_TURN_MAX (LCR_GAME_UNIT / 4)
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#else
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 140)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 9)
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#define LCR_CAR_TURN_FRICTION (4 * TPE_F / 4)
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#define LCR_CAR_ELASTICITY (TPE_F / 110)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 16)
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#define LCR_CAR_TURN_SPEED (LCR_GAME_UNIT / 20)
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#define LCR_CAR_TURN_MAX (LCR_GAME_UNIT / 4)
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#endif
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#define LCR_CAR_JOINTS 5
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#define LCR_CAR_CONNECTIONS 10
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@ -72,11 +89,11 @@ TPE_Vec3 _LCR_racingBlockEnvFunc(TPE_Vec3 point, const uint8_t *block)
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uint8_t transform =
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LCR_mapBlockOppositeTransform(LCR_mapBlockGetTransform(block));
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LCR_TRANSFORM_COORDS(transform,point.x,point.y,point.z,(LCR_PHYSICS_UNIT / 2),
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(LCR_PHYSICS_UNIT / 4))
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LCR_TRANSFORM_COORDS(transform,point.x,point.y,point.z,LCR_PHYSICS_UNIT,
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(LCR_PHYSICS_UNIT / 2))
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point = TPE_vec3Minus(point,TPE_vec3(
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LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4,LCR_PHYSICS_UNIT / 2));
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point = TPE_vec3Minus(point,
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TPE_vec3(LCR_PHYSICS_UNIT / 2,LCR_PHYSICS_UNIT / 4,LCR_PHYSICS_UNIT / 2));
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switch (block[0])
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{
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