// src\player.cpp #include #include #include entt::entity player; void create_player(entt::registry& registry,Texture* texture){ const auto entity = registry.create(); registry.emplace(entity,100.0f,0.0f); registry.emplace(entity,300.0f,0.0f); registry.emplace(entity); registry.emplace(entity,texture); } void update_player_system(entt::registry& registry,float dt){ auto view = registry.view(); // Constants for fine-tuning game feel const float GRAVITY = 900.0f; // Constant downward pull (pixels/sec^2) const float JUMP_FORCE = -350.0f; // Negative force to burst UPWARD for (entt::entity entity : view){ const Position& pos = view.get(entity); Velocity& vel = view.get(entity); if (pos.x < -50 && vel.dx < 0){ vel.dx *= -1; } else if (pos.x > (GetScreenWidth()-250) && vel.dx > 0){ vel.dx *= -1; } if (IsKeyPressed(KEY_SPACE)){ vel.dy = JUMP_FORCE; } vel.dy += GRAVITY * dt; } view.each([dt,GRAVITY,JUMP_FORCE](entt::entity entity,const Position &position, auto &velocity){ if (position.x > 100 && position.x < 120){ velocity.dx += 20; } }); }