changeset 177:88a78fb9fa82

Tweak some constants to make player motion more comfortable.
author Jeremy Thurgood <firxen@gmail.com>
date Wed, 06 Apr 2011 19:33:04 +0200
parents 57a78f19c673
children 164c30a7b776
files skaapsteker/physics.py skaapsteker/sprites/player.py
diffstat 2 files changed, 7 insertions(+), 7 deletions(-) [+]
line wrap: on
line diff
--- a/skaapsteker/physics.py	Wed Apr 06 19:24:09 2011 +0200
+++ b/skaapsteker/physics.py	Wed Apr 06 19:33:04 2011 +0200
@@ -18,7 +18,7 @@
     # physics attributes
     mobile = True # whether the velocity may be non-zero
     gravitates = True # whether gravity applies to the sprite
-    terminal_velocity = (450.0, 450.0) # maximum horizontal and vertial speeds (pixels / s)
+    terminal_velocity = (450.0, 500.0) # maximum horizontal and vertial speeds (pixels / s)
     bounce_factor = (0.95, 0.95) # bounce factor
     mass = 1.0 # used for shared collisions and applying forces
     friction_coeff = (0.99, 0.99) # friction factor
@@ -166,7 +166,7 @@
 
 class World(object):
 
-    GRAVITY = 0.0, 9.8 * 20.0 # pixels / s^2
+    GRAVITY = 0.0, 9.8 * 80.0 # pixels / s^2
 
     def __init__(self):
         self._all = pygame.sprite.LayeredUpdates()
--- a/skaapsteker/sprites/player.py	Wed Apr 06 19:24:09 2011 +0200
+++ b/skaapsteker/sprites/player.py	Wed Apr 06 19:33:04 2011 +0200
@@ -69,12 +69,12 @@
         time_diff = time.time() - self._last_time
         if int(self._animation_frame) - int(old_frame) > 0:
             # Check time diff
-            if time_diff < 0.07:
+            if time_diff < 0.10:
                 # Delay animation frame jump
                 self._animation_frame -= abs(v_x) / 300
             else:
                 self._last_time = time.time()
-        elif time_diff > 0.15:
+        elif time_diff > 0.20:
             # Force animation frame jump
             self._animation_frame = old_frame + 1
             self._last_time = time.time()
@@ -102,17 +102,17 @@
         if self.facing != 'left':
             self.facing = 'left'
             self.set_image()
-        self.deltav((-300.0, 0.0))
+        self.deltav((-450.0, 0.0))
 
     def action_right(self):
         if self.facing != 'right':
             self.facing = 'right'
             self.set_image()
-        self.deltav((300.0, 0.0))
+        self.deltav((450.0, 0.0))
 
     def action_up(self):
         if self.on_solid:
-            self.deltav((0.0, -350.0))
+            self.deltav((0.0, -self.terminal_velocity[1]))
             self.on_solid = False
 
     def action_down(self):