escalade de bloc à évaluer
l'escalade de bloc est fonctionnelle, mais le jump se fait parfois humainement, d'autre, où le jump se fait plus horizontalement que verticalement
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		| @@ -103,7 +103,14 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Audio | ||||
| 	bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z); | ||||
| 	bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z); | ||||
| 	bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z); | ||||
| 	if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 	if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) { | ||||
| 		if (input.x > 0) | ||||
| 			input.x = m_velocity.x = 0.5f; | ||||
| 		else | ||||
| 			input.x = m_velocity.x = -0.5f; | ||||
| 		m_velocity.y = 0.3; | ||||
| 		m_velocity.z *= .5f; | ||||
| 	} else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		input.x = m_velocity.x = 0; | ||||
| 		m_velocity.z *= .5f; | ||||
| 	} | ||||
| @@ -111,7 +118,14 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Audio | ||||
| 	bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z); | ||||
| 	bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z); | ||||
| 	bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z); | ||||
| 	if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 	if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) { | ||||
| 		if (input.z > 0) | ||||
| 			input.z = m_velocity.z = 0.5f; | ||||
| 		else | ||||
| 			input.z = m_velocity.z = -0.5f; | ||||
| 		m_velocity.y = 0.3; | ||||
| 		m_velocity.x *= .5f; | ||||
| 	} else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		input.z = m_velocity.z = 0; | ||||
| 		m_velocity.x *= .5f; | ||||
| 	} | ||||
|   | ||||
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