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