Tilemaps can now load their own physics engines from map properties. The gravity for the arcade simulation is acting a little funny when populated from the map properties.
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@@ -5,6 +5,7 @@
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#include <akerror.h>
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#include <akgl/actor.h>
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#include <akgl/iterator.h>
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#include <akgl/staticstring.h>
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typedef struct akgl_PhysicsBackend {
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akerr_ErrorContext AKERR_NOIGNORE *(*simulate)(struct akgl_PhysicsBackend *self, akgl_Iterator *opflags);
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@@ -33,7 +34,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBacke
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_factory(akgl_PhysicsBackend *self, akgl_String *type);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags);
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