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PhysicsManager now has a job, CollisionManager enabled, using Player velocity instead of position for movement controls, added Entity drag, added spaces
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@@ -10,9 +10,27 @@ class IMICFPS
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resolve(entity, other)
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end
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end
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simulate
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end
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def resolve(entity, other)
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if other.is_a?(Terrain)
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entity.velocity.y = 0 if entity.velocity.y < 0
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else
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entity.velocity.y = other.velocity.y if other.velocity.y < entity.velocity.y && entity.velocity.y < 0
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end
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end
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def simulate
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@collision_manager.game_state.entities.each do |entity|
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entity.velocity.x *= entity.drag
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entity.velocity.z *= entity.drag
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entity.position.x += entity.velocity.x * entity.delta_time
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entity.position.y += entity.velocity.y * entity.delta_time
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entity.position.z += entity.velocity.z * entity.delta_time
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end
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end
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end
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end
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