feat(vehicles): 16.7 - a boat is a buoyant hull in the game's physics (VehicleHull), rowed along its bow and turned by the oars; the scripted bob, the wind's drift and the shore refusal are gone
The water floats the hull, the wind pushes every boat as a force, the lake bed stops it at the shore; the swell takes the outward share of a stroke. ludic.physics: phys_hull_add (a buoyant box), phys_row, phys_bow_speed, and a test that floats one a quarter under, rows, turns and grounds it. The vehicles tests row a real Jolt hull on the fake shore; the horse moved to horse.ludic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
ac815bf638
commit
510360b002
12 changed files with 284 additions and 103 deletions
|
|
@ -1,7 +1,10 @@
|
|||
# system.ludic - vehicles as a system: a reset, and this player's own saved by kind (hired or not,
|
||||
# and the horse's hay); where they lie is not saved - they are called again. The idle boats' bob is
|
||||
# vehicles_tick, which the game calls where the world is run
|
||||
# and the horse's hay); where they lie is not saved - they are called again. The boats' hulls are
|
||||
# read back and pushed by the wind in vehicles_tick, which the game calls where the world is run
|
||||
export function vehicles_reset(vehicles_st: mut VehiclesState) -> void {
|
||||
if vehicles_st.ve_list != null {
|
||||
for i in 0 .. len(vehicles_st.ve_list) { if vehicles_st.ve_list[i].kind == VEHICLE_BOAT { VehicleHull.gone(vehicles_st.ve_list[i].nid) } }
|
||||
}
|
||||
vehicles_st.ve_list = new []Vehicle
|
||||
vehicles_st.ve_cur = null
|
||||
vehicles_st.ve_have_dock = false
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue