README updates
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@@ -47,6 +47,8 @@ PASS(e, akgl_game_state_unlock());
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}
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}
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```
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```
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Physics properties (gravity and drag along X, Y and Z) are optional and default to `0`.
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## How do I update and render the game world in my main loop
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## How do I update and render the game world in my main loop
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In your game loop (or in your `SDL_AppIterate` method), lock the game state, call the renderer to draw the world within the visible camera, and then unlock the game state
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In your game loop (or in your `SDL_AppIterate` method), lock the game state, call the renderer to draw the world within the visible camera, and then unlock the game state
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@@ -153,7 +155,7 @@ Character files:
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```
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```
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* `speedtime` appears to be legacy and unused.
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* `speedtime` appears to be legacy and unused.
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* `speed_[xy]` and `acceleration_[xy]` are physics parameters that specify the top speed and acceleration rate (in pixels) of the character in physics simulations
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* `speed_[xy]` and `acceleration_[xy]` are physics parameters that specify the top speed and acceleration rate (in pixels per nanosecond) of the character in physics simulations. The effect of acceleration depends on the physics simulation being used at the time (which may or may not account for gravity, drag, etc).
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* `sprite_mappings` map a set of actor state flag bitmasks (assume everything in `state` is `OR`ed together) to a sprite name. The game engine uses this to automatically pick the correct sprite (by name) for a given set of state flags. You need one of these for every possible state the character may be used in.
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* `sprite_mappings` map a set of actor state flag bitmasks (assume everything in `state` is `OR`ed together) to a sprite name. The game engine uses this to automatically pick the correct sprite (by name) for a given set of state flags. You need one of these for every possible state the character may be used in.
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## How do I load a tilemap from the filesystem and display it on screen with my actors
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## How do I load a tilemap from the filesystem and display it on screen with my actors
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