looks more fun when increasing the pull of gravity
authorJohn Tsiombikas <nuclear@member.fsf.org>
Tue, 14 Aug 2018 03:27:04 +0000 (06:27 +0300)
committerJohn Tsiombikas <nuclear@member.fsf.org>
Tue, 14 Aug 2018 03:27:04 +0000 (06:27 +0300)
src/gamescr.cc

index abd7865..638032c 100644 (file)
@@ -68,6 +68,9 @@ struct QuadMesh {
 #define CONTRIB_THRES  0.005
 #define CONTRIB_RANGE(m) sqrt((m) / CONTRIB_THRES)
 
 #define CONTRIB_THRES  0.005
 #define CONTRIB_RANGE(m) sqrt((m) / CONTRIB_THRES)
 
+/* gravitational strength */
+#define GRAV_STR       16.0f
+
 static int pos_to_grid(float x, float y);
 static Vec2 grid_to_pos(int gx, int gy);
 
 static int pos_to_grid(float x, float y);
 static Vec2 grid_to_pos(int gx, int gy);
 
@@ -177,7 +180,7 @@ static void simstep()
        while(p) {
                // calculate the field gradient at the particle position
                int gidx = pos_to_grid(p->pos.x, p->pos.y);
        while(p) {
                // calculate the field gradient at the particle position
                int gidx = pos_to_grid(p->pos.x, p->pos.y);
-               Vec2 grad = calc_field_grad(gidx);
+               Vec2 grad = calc_field_grad(gidx) * GRAV_STR;
 
                p->vel += grad * SIM_DT;
                p->pos += p->vel * SIM_DT;
 
                p->vel += grad * SIM_DT;
                p->pos += p->vel * SIM_DT;
@@ -291,7 +294,7 @@ static void update()
                em->pos = emit_place_pos;
                em->mass = 100;
                em->rate = 10;
                em->pos = emit_place_pos;
                em->mass = 100;
                em->rate = 10;
-               em->chunk = 0.01 * em->mass;
+               em->chunk = 0.001 * em->mass;
                em->angle = -1;
                em->spread = 0;
                em->spawn_pending = 0;
                em->angle = -1;
                em->spread = 0;
                em->spawn_pending = 0;