ludic/packages/ludic.character/swim.ludic
2026-09-25 14:02:21 +03:00

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# swim.ludic - afloat: buoyancy, the descent, the breath, and the shore stopping the body
function chr_swim_tick(base_st: mut BaseState, character_st: mut CharacterState, dx: float, dz: float, jump: bool, dt: float) -> void {
# standing still out here is floating, not swimming
if Math.abs(dx) + Math.abs(dz) > 0.05 { character_st.chr_float = 0.0 } else { character_st.chr_float = Math.min(1.0, character_st.chr_float + dt / 1.5) }
chr_dive_tick(character_st, jump, dt)
chr_breath_tick(base_st, character_st, dt)
chr_current_tick(base_st, character_st, dt)
let step = character_st.chr_speed * dt
if step > 0.0 {
chr_push(character_st, character_st.chr_x - Math.sin(character_st.chr_yaw) * step, character_st.chr_z - Math.cos(character_st.chr_yaw) * step, 0.35, character_st.chr_y, character_st.chr_y + CHAR_BODY)
let mx = character_st.chr_out_x - character_st.chr_x
let mz = character_st.chr_out_z - character_st.chr_z
character_st.chr_step = Math.sqrt(mx * mx + mz * mz)
character_st.chr_x = character_st.chr_out_x
character_st.chr_z = character_st.chr_out_z
}
# the surface, with a slow bob so a floating body is not a statue on glass
let bob = 0.04 * Math.sin(character_st.chr_time * 3.8)
character_st.chr_y = character_st.chr_water - 0.30 + bob - character_st.chr_depth
# shallow enough to stand up in, and at the top rather than under it
if chr_bed_depth(character_st.chr_x, character_st.chr_z) < CHAR_STAND_UP and character_st.chr_depth < 0.2 { chr_leave_water(base_st, character_st) }
}