2 Commits

Author SHA1 Message Date
115f3bad62 WIP 2026-05-26 13:05:51 -04:00
52d7bca677 WIP 2026-05-26 11:22:45 -04:00
5 changed files with 46 additions and 101 deletions

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@@ -69,8 +69,6 @@ add_library(akgl SHARED
src/heap.c src/heap.c
src/json_helpers.c src/json_helpers.c
src/registry.c src/registry.c
src/renderer.c
src/physics.c
src/sprite.c src/sprite.c
src/staticstring.c src/staticstring.c
src/tilemap.c src/tilemap.c
@@ -144,8 +142,6 @@ install(FILES "include/akgl/controller.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/heap.h" DESTINATION "include/akgl/") install(FILES "include/akgl/heap.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/iterator.h" DESTINATION "include/akgl/") install(FILES "include/akgl/iterator.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/json_helpers.h" DESTINATION "include/akgl/") install(FILES "include/akgl/json_helpers.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/renderer.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/physics.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/registry.h" DESTINATION "include/akgl/") install(FILES "include/akgl/registry.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/sprite.h" DESTINATION "include/akgl/") install(FILES "include/akgl/sprite.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/staticstring.h" DESTINATION "include/akgl/") install(FILES "include/akgl/staticstring.h" DESTINATION "include/akgl/")

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@@ -1,7 +1,7 @@
#ifndef _SDL_GAMECONTROLLERDB_H_ #ifndef _SDL_GAMECONTROLLERDB_H_
#define _SDL_GAMECONTROLLERDB_H_ #define _SDL_GAMECONTROLLERDB_H_
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 04:12:10 PM EDT 2026 // Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 01:00:21 PM EDT 2026
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228 #define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228

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@@ -76,25 +76,16 @@ typedef struct akgl_Actor {
float32_t vx; float32_t vx;
float32_t vy; float32_t vy;
float32_t vz; float32_t vz;
// Environmental velocity. These are the forces acting on the actor by the // Gravity. Forces acting on the actor on a given axis due to the forces
// environment (such as gravity and atmospheric drag) // of gravity and drag.
float32_t ex; float32_t gx;
float32_t ey; float32_t gy;
float32_t ez; float32_t gz;
// Thrust. Energy originating only from the actor's own acceleration on a // Thrust. Energy originating only from the actor's own acceleration on a
// given axis, before the effects of gravity and drag. // given axis, before the effects of gravity and drag.
float32_t tx; float32_t tx;
float32_t ty; float32_t ty;
float32_t tz; float32_t tz;
// Acceleration. These are borrowed from the base character object.
// A given axis resets to 0 when the actor stops moving in a given axis.
float32_t ax;
float32_t ay;
float32_t az;
// Max speed. These are borrowed from the base character object.
float32_t sx;
float32_t sy;
float32_t sz;
// Position. // Position.
float32_t x; float32_t x;
float32_t y; float32_t y;

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@@ -51,10 +51,6 @@ akerr_ErrorContext *akgl_actor_set_character(akgl_Actor *obj, char *basecharname
obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL); obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry"); FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
obj->ax = 0;
obj->ay = 0;
obj->sx = obj->basechar->sx;
obj->sy = obj->basechar->sy;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -117,25 +113,14 @@ akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *c
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics simulator to process us // raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics object to process us
akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *actor, float32_t dt) akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, float32_t dt)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor->basechar"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj->basechar");
actor->sx = actor->basechar->sx; // Effectively a NOOP, this is handled by the physics engine now
actor->sy = actor->basechar->sy; // These functions are still present in case the library user wants per-actor behavior
actor->sz = actor->basechar->sz;
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
actor->ax = -actor->basechar->ax;
} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->ax = actor->basechar->ax;
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
actor->ay = -actor->basechar->ay;
} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->ay = actor->basechar->ay;
}
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -277,12 +262,10 @@ akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
//SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
obj->ax = -(obj->basechar->ax);
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
@@ -294,8 +277,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
obj->ax = 0;
obj->ex = 0;
obj->tx = 0; obj->tx = 0;
obj->vx = 0; obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
@@ -308,9 +289,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
//SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key);
obj->ax = obj->basechar->ax;
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -323,8 +302,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SD
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
obj->ax = 0;
obj->ex = 0;
obj->tx = 0; obj->tx = 0;
obj->vx = 0; obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
@@ -338,7 +315,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Ev
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key);
obj->ay = -(obj->basechar->ay);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_UP | AKGL_ACTOR_STATE_MOVING_UP)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_UP | AKGL_ACTOR_STATE_MOVING_UP));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -351,8 +327,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_E
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key);
obj->ay = 0;
obj->ey = 0;
obj->ty = 0; obj->ty = 0;
obj->vy = 0; obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
@@ -366,7 +340,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key);
obj->ay = obj->basechar->ay;
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -380,8 +353,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key);
obj->ty = 0; obj->ty = 0;
obj->ey = 0;
obj->ay = 0;
obj->vy = 0; obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN);
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);

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@@ -1,4 +1,3 @@
#include <math.h>
#include <akstdlib.h> #include <akstdlib.h>
#include <akgl/physics.h> #include <akgl/physics.h>
#include <akgl/actor.h> #include <akgl/actor.h>
@@ -49,11 +48,16 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor"); FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
// Assume the X origin is - (screen left) // Assume the X origin is - (screen left)
actor->ex -= (self->gravity_x * dt); actor->gx -= (self->gravity_x * dt);
// Assume Y origin is + (down screen) // Assume Y origin is + (down screen)
actor->ey += (self->gravity_y * dt); actor->gy += (self->gravity_y * dt);
// Assume Z origin is - (behind the camera) // Assume Z origin is - (behind the camera)
actor->ez -= (self->gravity_z * dt); actor->gz -= (self->gravity_z * dt);
// Counteract velocity with atmospheric drag
actor->gx += actor->vx * self->drag_x * dt;
actor->gy -= actor->vy * self->drag_y * dt;
actor->gz += actor->vz * self->drag_z * dt;
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
@@ -71,9 +75,19 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBacke
PREPARE_ERROR(e); PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self"); FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor"); FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
actor->x += actor->vx * dt; if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
actor->y += actor->vy * dt; actor->x += (-actor->vx * dt) + (actor->gx * dt);
actor->z += actor->vz * dt; }
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->x += (actor->vx * dt) + (actor->gx * dt);
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
actor->y += (-actor->vy * dt) + (actor->gy * dt);
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->y += (actor->vy * dt) + (actor->gy * dt);
}
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
@@ -128,7 +142,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
opflags = &defflags; opflags = &defflags;
} }
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) { for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
actor = &HEAP_ACTOR[i]; actor = &HEAP_ACTOR[i];
if ( actor->refcount == 0 ) { if ( actor->refcount == 0 ) {
@@ -136,9 +150,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
} }
if ( actor->parent != NULL ) { if ( actor->parent != NULL ) {
// Children don't move independently of their parents, they just have an offset // Children don't move independently of their parents, they just have an offset
actor->x = actor->parent->x + actor->vx;
actor->y = actor->parent->y + actor->vy;
actor->z = actor->parent->z + actor->vz;
continue; continue;
} else if ( actor->basechar == NULL ) { } else if ( actor->basechar == NULL ) {
continue; continue;
@@ -148,52 +159,28 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
continue; continue;
} }
} }
// thrust is a function of acceleration on a given axis
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) || if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) { AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->tx += actor->ax * dt; actor->tx += actor->basechar->ax * dt;
} }
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) || if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) { AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->ty += actor->ay * dt; actor->ty += actor->basechar->ay * dt;
} }
// velocity equals thrust unless thrust exceeds max speed // velocity equals thrust unless thrust exceeds max speed
if ( fabsf(actor->tx) > fabsf(actor->sx) ) { if ( actor->tx > actor->basechar->sx ) {
if ( actor->tx < 0 ) { actor->vx = actor->basechar->sx;
actor->tx = -actor->sx; } else {
} else { actor->vx = actor->tx;
actor->tx = actor->sx;
}
} }
if ( fabsf(actor->ty) > fabsf(actor->sy) ) { if ( actor->ty > actor->basechar->sy ) {
if ( actor->ty < 0 ) { actor->vy = actor->basechar->sy;
actor->ty = -actor->sy; } else {
} else { actor->vy = actor->ty;
actor->ty = actor->sy;
}
}
if ( fabsf(actor->tz) > fabsf(actor->sz) ) {
if ( actor->tz < 0 ) {
actor->tz = -actor->sz;
} else {
actor->tz = actor->sz;
}
} }
ATTEMPT { ATTEMPT {
CATCH(e, actor->movementlogicfunc(actor, dt)); CATCH(e, actor->movementlogicfunc(actor, dt));
PASS(e, self->gravity(self, actor, dt)); PASS(e, self->gravity(self, actor, dt));
// Counteract velocity with atmospheric drag
actor->ex -= actor->ex * self->drag_x * dt;
actor->ey -= actor->ey * self->drag_y * dt;
actor->ez -= actor->ez * self->drag_z * dt;
actor->vx = actor->ex + actor->tx;
actor->vy = actor->ey + actor->ty;
actor->vz = actor->ez + actor->tz;
PASS(e, self->move(self, actor, dt)); PASS(e, self->move(self, actor, dt));
} CLEANUP { } CLEANUP {
} PROCESS(e) { } PROCESS(e) {