// 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); const float SPEED = 350; if (IsKeyPressed(KEY_W)){ if (vel.dy > 0) continue; vel.dx = 0; vel.dy = -SPEED; } else if (IsKeyPressed(KEY_S)){ if (vel.dy < 0) continue; vel.dx = 0; vel.dy = SPEED; } else if (IsKeyPressed(KEY_A)){ if (vel.dx > 0) continue; vel.dx = -SPEED; vel.dy = 0; } else if (IsKeyPressed(KEY_D)){ if (vel.dx < 0) continue; vel.dx = SPEED; vel.dy = 0; } // 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; } }