User:Jongyon7192p: Difference between revisions

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'''Crouch Sliding:'''
'''Crouch Sliding:'''
''(1) the 10k glitch step''
''(1) the 10k glitch step''
The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It's intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.)
The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It's intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.)
We'll name this the "modified fwd".
We'll name this the "modified fwd".


''(2) turn mario''
''(2) turn mario''
based on the sideward component of stick tilt (which i define as "side"), rotate mario's velocity vector like this.
based on the sideward component of stick tilt (which i define as "side"), rotate mario's velocity vector like this.


[  1        0.05*side ] [velX]
[  1        0.05*side ] [velX]
[ -0.05*side 1        ] [velZ]
[ -0.05*side 1        ] [velZ]
And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions)
And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions)


''(3) update_sliding_angle''
''(3) update_sliding_angle''
Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill.
Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill.
Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed.
Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed.


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'''C^ Sliding:'''
'''C^ Sliding:'''
Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel < -2.3)
Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel < -2.3)


'''HyperSpeed Punching:'''
'''HyperSpeed Punching:'''
Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel < 0.7)
Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel < 0.7)


'''Effects Overlap for 1f between the C^ and the Punch:'''
'''Effects Overlap for 1f between the C^ and the Punch:'''
Speed - 5 + 3.4\*normal.H  (range: -5 ≤ accel < -1.6)
Speed - 5 + 3.4\*normal.H  (range: -5 ≤ accel < -1.6)


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