Завершить state machine персонажа

This commit is contained in:
2026-08-19 03:20:24 +03:00
parent 0943caa3cc
commit 62ee6877f9
12 changed files with 463 additions and 8 deletions
@@ -4,7 +4,7 @@ package com.projectsacrifice.game;
public final class PhysicsConfig {
private static final PhysicsConfig RELEASE = new PhysicsConfig(
1, 1f / 60f, 1_800f, 370f, 880f,
0.13f, 0.14f, 0.78f, 16);
0.13f, 0.14f, 0.78f, 0.10f, 0.12f, 0.24f, 0.32f, 16);
private final int version;
private final float fixedStepSeconds;
@@ -14,12 +14,17 @@ public final class PhysicsConfig {
private final float coyoteSeconds;
private final float jumpBufferSeconds;
private final float respawnSeconds;
private final float turnSeconds;
private final float landSeconds;
private final float interactSeconds;
private final float stunnedSeconds;
private final int maximumBodies;
private PhysicsConfig(int version, float fixedStepSeconds, float gravity,
float runSpeed, float jumpSpeed, float coyoteSeconds,
float jumpBufferSeconds, float respawnSeconds,
int maximumBodies) {
float turnSeconds, float landSeconds, float interactSeconds,
float stunnedSeconds, int maximumBodies) {
this.version = version;
this.fixedStepSeconds = fixedStepSeconds;
this.gravity = gravity;
@@ -28,6 +33,10 @@ public final class PhysicsConfig {
this.coyoteSeconds = coyoteSeconds;
this.jumpBufferSeconds = jumpBufferSeconds;
this.respawnSeconds = respawnSeconds;
this.turnSeconds = turnSeconds;
this.landSeconds = landSeconds;
this.interactSeconds = interactSeconds;
this.stunnedSeconds = stunnedSeconds;
this.maximumBodies = maximumBodies;
}
@@ -40,5 +49,9 @@ public final class PhysicsConfig {
public float coyoteSeconds() { return coyoteSeconds; }
public float jumpBufferSeconds() { return jumpBufferSeconds; }
public float respawnSeconds() { return respawnSeconds; }
public float turnSeconds() { return turnSeconds; }
public float landSeconds() { return landSeconds; }
public float interactSeconds() { return interactSeconds; }
public float stunnedSeconds() { return stunnedSeconds; }
public int maximumBodies() { return maximumBodies; }
}