fix jump problem
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 10d00947a2701a8b67e024c58603511cd8cdfd9a..5c52f2d03004a6cc865d1191e91fcb3c5d231cb4 100644 (file)
@@ -3,6 +3,7 @@
 
 #include "player.h"
 #include "input.h"
+#include "audio.h"
 
 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
 {
@@ -316,6 +317,10 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          }
       }
    }
+   else if( button_down( k_srbind_jump ) && !player->immobile ){
+      w->state.jump_queued = 1;
+      w->state.jump_input_time = vg.time;
+   }
 }
 
 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
@@ -361,6 +366,16 @@ VG_STATIC void player__walk_update( player_instance *player )
    struct player_walk *w = &player->_walk;
    v3_copy( player->rb.co, w->state.prev_pos );
 
+   world_instance *world = world_current_instance();
+
+   if( world->water.enabled ){
+      if( player->rb.co[1]+0.4f < world->water.height ){
+         audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+         player__dead_transition( player );
+         return;
+      }
+   }
+
    enum walk_activity prev_state = w->state.activity;
 
    if( player->immobile )
@@ -390,7 +405,6 @@ VG_STATIC void player__walk_update( player_instance *player )
    joystick_state( k_srjoystick_steer, steer );
 
    w->move_speed = v2_length( steer );
-   world_instance *world = world_current_instance();
 
    /* 
     * Collision detection
@@ -451,14 +465,19 @@ VG_STATIC void player__walk_update( player_instance *player )
       nominal_speed = k_walkspeed;
 
       /* jump */
-      if( button_down( k_srbind_jump ) ){
-         float d = v3_dot( player->basis[1], player->rb.v );
-         v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
-         v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
-         w->state.activity = k_walk_activity_air;
-         prev_state = k_walk_activity_air;
-         accel_speed = k_walk_air_accel;
-         nominal_speed = k_airspeed;
+      if( w->state.jump_queued ){
+         w->state.jump_queued = 0;
+
+         f32 t = vg.time - w->state.jump_input_time;
+         if( t < PLAYER_JUMP_EPSILON ){
+            float d = v3_dot( player->basis[1], player->rb.v );
+            v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
+            v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
+            w->state.activity = k_walk_activity_air;
+            prev_state = k_walk_activity_air;
+            accel_speed = k_walk_air_accel;
+            nominal_speed = k_airspeed;
+         }
       }
       else{
          player_friction( player->rb.v );