ludic/packages/ludic.character/swim.ludic

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# swim.ludic - afloat: buoyancy, the descent, the breath, and the shore stopping the body
function chr_swim_tick(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 { chr_float = 0.0 } else { chr_float = Math.min(1.0, chr_float + dt / 1.5) }
chr_dive_tick(jump, dt)
chr_breath_tick(dt)
chr_current_tick(dt)
let step = chr_speed * dt
if step > 0.0 {
chr_push(chr_x - Math.sin(chr_yaw) * step, chr_z - Math.cos(chr_yaw) * step, 0.35, chr_y, chr_y + CHAR_BODY)
let mx = chr_out_x - chr_x
let mz = chr_out_z - chr_z
chr_step = Math.sqrt(mx * mx + mz * mz)
chr_x = chr_out_x
chr_z = 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(chr_time * 3.8)
chr_y = chr_water - 0.30 + bob - chr_depth
# shallow enough to stand up in, and at the top rather than under it
if chr_bed_depth(chr_x, chr_z) < CHAR_STAND_UP and chr_depth < 0.2 { chr_leave_water() }
}