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Tux sliding on belly sprite should be orientated to fit the angle of the slope they're sliding down #2723
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Dependent on (#1448) |
The sprite isn't dependent on the hitbox. |
This would also requires smooth transitioning / blending between orientations which are impacted by velocity / acceleration. This could be done via interpolation, easing, dynamic effect (blender animation suite terminology) and by plugging in the variables. |
If it is just about simply rotating the sprite, this can be achieved by placing
Around line 1436 in player.cpp (probably also other places possible). The result would be the following: Supertux-Sliding-Angle.mp4This would not rotate the hitbox, just the sprite of Tux. If the above behavior would be Ok as a first step, I could create a PR if you like. |
Fuck yeah, this is already more awesome than what we have in the game. |
I created a PR that, additionally to the above mentioned changes, also uses Tux' velocity for sprite orientation in case you jump off an edge while sliding. |
THIS IS PEAK |
Use the underground's normal to calculate the sprite orientation of Tux while sliding on ground. If still sliding while in air (e.g. due to jumping off a cliff while sliding), rotate the sprite according to velocity. Addresses, but may not fully implement #2723
hold om this gives me a genius idea. we can have level design based on this new mechanic where tux has to slide to generate momentum and then fly off an edge to get over a gap like in https://apps.apple.com/gb/app/racing-penguin-slide-and-fly/id443637419 |
there should also be particle effects depending on the environment! |
13 seconds into the SuperTux: Development Summary of 2023! we see Tux stay perfectly horizontal on a slope while sliding rather than diagonally.
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