Day 2 - Acceleration, Deceleration and Easing

For my platformer, I decided to use Kenney's free sprite sheets. I think for my enemies I will use 8-bit sprites to keep with the theme of the challenge. At the moment, I have sprite sheet loading working, as well as basic acceleration and deceleration of the character.

I'm using the formula x_vel += (MAX_SPEED - x_vel) * .1 for acceleration and deceleration. It looks pretty nice for only a little math. A lot better than just linear motion.

Goals for tomorrow: Finish all the player mechanics, including the bouncing mechanic that the game will be focusing on. Maybe begin to flesh out the level and add enemies.

Github repo: Bouncy Shoes