Update HUD for more info on player state, fiddle with properties and character settings for physics

This commit is contained in:
2026-05-26 16:55:48 -04:00
parent ef48585135
commit fa0584f28f
7 changed files with 53 additions and 22 deletions

View File

@@ -1,10 +1,10 @@
{
"name": "little guy",
"speedtime": 8,
"acceleration_x": 0.001,
"acceleration_y": 0.001,
"speed_x": 1,
"speed_y": 1,
"acceleration_x": 64.0,
"acceleration_y": 64.0,
"speed_x": 64.0,
"speed_y": 64.0,
"sprite_mappings": [
{
"state": [

View File

@@ -3,7 +3,7 @@
"some.key.with.a.value": "value",
"game.screenwidth": "640",
"game.screenheight": "480",
"physics.gravity.y": "32.0",
"physics.gravity.terminal_y": "120.0"
"physics.gravity.y": "1024.0",
"physics.drag.y": "1.0"
}
}

View File

@@ -39,8 +39,8 @@
"type":"actor",
"visible":true,
"width":16,
"x":304.261511065887,
"y":258.471635716103
"x":294.721953701349,
"y":58.7769015517682
}],
"opacity":1,
"type":"objectgroup",

2
deps/libakgl vendored

View File

@@ -53,7 +53,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets();
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_release_actor(char *actorname);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appstate, SDL_Event *event);

View File

@@ -1,6 +1,6 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime)
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -19,6 +19,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Acto
}
obj->y = 85 + (menuselection * 100);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN));
FAIL(e, AKGL_ERR_LOGICINTERRUPT, "NULL");
SUCCEED_RETURN(e);
}

View File

@@ -151,8 +151,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
akgl_Iterator opflags;
akgl_Actor *player;
TTF_Font *gamefont;
char fpsText[32];
char velocityText[128];
char screenText[128];
int count;
PREPARE_ERROR(e);
@@ -164,37 +163,68 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
PASS(e, akgl_game_update(NULL));
memset((char *)&fpsText, 0x00, 32);
snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
memset((char *)&screenText, 0x00, 32);
snprintf((char *)&screenText, 127, "FPS : %d", game.fps);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&fpsText,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
450,
10)
);
memset((char *)&velocityText, 0x00, 128);
snprintf((char *)&velocityText, 127, "AX: %f", player->vx);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "VX: %f", player->vx);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&velocityText,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
10,
10)
);
memset((char *)&velocityText, 0x00, 128);
snprintf((char *)&velocityText, 127, "AY: %f", player->vy);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "VY: %f", player->vy);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&velocityText,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
10,
30)
);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "DY: %f", physics.drag_y);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
10,
60)
);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "PX: %f", player->x);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
220,
10)
);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "PY: %f", player->y);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
220,
30)
);
PASS(e, renderer.frame_end(&renderer));
SUCCEED_RETURN(e);