diff options
-rw-r--r-- | client/player/controllable_player.gd | 4 | ||||
-rw-r--r-- | server/src/customer/movement.rs | 4 | ||||
-rw-r--r-- | test-client/movement.ts | 4 |
3 files changed, 6 insertions, 6 deletions
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd index 7d143a60..3012f557 100644 --- a/client/player/controllable_player.gd +++ b/client/player/controllable_player.gd @@ -18,7 +18,7 @@ class_name ControllablePlayer extends Player -const PLAYER_SPEED: float = 25.; +const PLAYER_SPEED: float = 65.; var facing = Vector2(1, 0) var velocity_ = Vector2(0, 0) @@ -59,7 +59,7 @@ func update(dt: float, input: Vector2): self.facing = direction + (self.facing - direction) * exp(-dt * 10.); self.velocity_ += direction * dt * PLAYER_SPEED; self.position_ += self.velocity_ * dt; - self.velocity_ = self.velocity_ * exp(-dt * 5.); + self.velocity_ = self.velocity_ * exp(-dt * 15.); collide(dt); func collide(dt: float): diff --git a/server/src/customer/movement.rs b/server/src/customer/movement.rs index 681b2b67..3fcf37aa 100644 --- a/server/src/customer/movement.rs +++ b/server/src/customer/movement.rs @@ -20,7 +20,7 @@ use glam::{IVec2, Vec2}; use std::collections::HashSet; const PLAYER_SIZE: f32 = 0.4; -const PLAYER_SPEED: f32 = 25.; +const PLAYER_SPEED: f32 = 65.; pub const PLAYER_SPEED_LIMIT: f32 = f32::INFINITY; // 10.; pub struct MovementBase { @@ -38,7 +38,7 @@ impl MovementBase { let rot = self.facing.x.atan2(self.facing.y); self.vel += direction * dt * PLAYER_SPEED; self.position += self.vel * dt; - self.vel = self.vel * (-dt * 5.).exp(); + self.vel = self.vel * (-dt * 15.).exp(); collide_player(self, map); PacketS::Position { diff --git a/test-client/movement.ts b/test-client/movement.ts index 1ba6fad7..6c2e573d 100644 --- a/test-client/movement.ts +++ b/test-client/movement.ts @@ -20,7 +20,7 @@ import { tiles, players, PlayerData } from "./main.ts"; import { V2, normalize, length, sub_v2, lerp_exp_v2_mut } from "./util.ts"; export const PLAYER_SIZE = 0.4; -export const PLAYER_SPEED = 25; +export const PLAYER_SPEED = 65; export function player_movement_update(p: PlayerData, dt: number, input: V2) { if (length(input) > 0.1) lerp_exp_v2_mut(p.facing, input, dt * 10.) @@ -30,7 +30,7 @@ export function player_movement_update(p: PlayerData, dt: number, input: V2) { p.x += p.vel.x * dt p.y += p.vel.y * dt collide_player(p, dt) - lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * 5.) + lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * 15.) } function collide_player(p: PlayerData, dt: number) { |