fix player render height
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ad059325cd
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d3464f0919
@ -66,9 +66,9 @@ pub fn modify_player_based_on_forces(
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}
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// Check sideways collisions
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if player.velocity.y == 0.0 && check_player_colliding_with_colliders(){
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return Err(());
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}
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// if player.velocity.y == 0.0 && check_player_colliding_with_colliders(){
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// return Err(());
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// }
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// Finally apply the velocity to the player
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player.position += player.velocity;
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@ -40,7 +40,7 @@ impl MainCharacter {
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movement_force: Vector2::zero(),
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velocity: Vector2::zero(),
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base_velocity: Vector2::new(0.0, GRAVITY_PPS),
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size: Vector2::new(80.0, 100.0),
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size: Vector2::new(60.0, 100.0),
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sprite_sheet: AnimatedSpriteSheet::new(
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sprite_sheet,
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Vector2::new(300.0, 300.0),
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@ -69,8 +69,8 @@ impl MainCharacter {
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// Handle extra external forces based on the character state
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self.movement_force = match state {
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CharacterState::Running => Vector2::new(12.0, 0.0),
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CharacterState::Jumping => Vector2::new(12.0, -30.0),
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CharacterState::Running => Vector2::new(10.0, 0.0),
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CharacterState::Jumping => Vector2::new(10.0, -30.0),
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CharacterState::Dashing => Vector2::new(30.0, -20.0),
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};
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}
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@ -33,7 +33,9 @@ pub fn render_character_in_camera_space(
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);
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player.sprite_sheet.render(
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raylib,
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player.position.sub(player.size.div(2.0)),
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player
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.position
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.sub(Vector2::new(player.size.y, player.size.y).div(4.0)),
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Some(Vector2::new(player.size.y, player.size.y)),
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Some(frame_id),
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);
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