/apps/demos/scenery: fix ramp bug, increase gravity
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@ -103,7 +103,7 @@ static void process_ground_mode(State *state) {
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float const height = height_at(scn, (Vec2){scn->pos.x, scn->pos.z});
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float const height = height_at(scn, (Vec2){scn->pos.x, scn->pos.z});
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if (target.y > height + PLAYER_HEIGHT)
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if (target.y > height + PLAYER_HEIGHT)
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target.y = target.y - 0.4f;
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target.y = target.y - 0.6f;
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if (target.y < height + PLAYER_HEIGHT)
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if (target.y < height + PLAYER_HEIGHT)
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target.y = height + PLAYER_HEIGHT;
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target.y = height + PLAYER_HEIGHT;
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@ -181,7 +181,7 @@ static void draw_terrain(SceneIngame *scn) {
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int32_t const rsi = (int32_t)TERRAIN_RADIUS * (int32_t)TERRAIN_RADIUS;
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int32_t const rsi = (int32_t)TERRAIN_RADIUS * (int32_t)TERRAIN_RADIUS;
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for (int32_t iy = -(int32_t)TERRAIN_RADIUS; iy <= (int32_t)TERRAIN_RADIUS - 1; ++iy) {
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for (int32_t iy = -(int32_t)TERRAIN_RADIUS; iy <= (int32_t)TERRAIN_RADIUS - 1; ++iy) {
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int32_t const dx = ceil_sqrt(rsi - (iy + (iy <= 0)) * (iy + (iy <= 0)));
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int32_t const dx = ceil_sqrt(rsi - (iy + (iy <= 0)) * (iy + (iy <= 0)));
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for (int32_t ix = -dx; ix < dx; ++ix) {
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for (int32_t ix = -dx; ix < dx - 1; ++ix) {
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int32_t lx = ix + TERRAIN_RADIUS;
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int32_t lx = ix + TERRAIN_RADIUS;
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int32_t ly = iy + TERRAIN_RADIUS;
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int32_t ly = iy + TERRAIN_RADIUS;
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