Double jump!
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		| @@ -20,18 +20,24 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 	static float accjmp = 0; | ||||
| 	static float yrotrad = 0; | ||||
| 	static float xrotrad = 0; | ||||
| 	static bool jumped = false; | ||||
| 	static bool jumped = true; | ||||
| 	static int dbljump = 0; // Peut sauter ou dasher tant que la variable est en dessous de 2. | ||||
| 	static int dashtimeout = 0; | ||||
|  | ||||
| 	if (dashtimeout > 0) { | ||||
| 		dash = false; | ||||
| 		--dashtimeout; | ||||
| 	} | ||||
| 	else if (dash) dashtimeout = 100; | ||||
|  | ||||
| 	if ((jump || dash) && !jumped) { | ||||
| 		accjmp = jump? m_jumpforce: 0.1f; | ||||
| 	if (jumped && !jump) jumped = false; // Anti-rebondissement du saut, pour pouvoir rebondir. | ||||
|  | ||||
| 	if (dash) dashtimeout = 100; | ||||
|  | ||||
| 	if ((jump || dash) && dbljump < 2 && !jumped ) { | ||||
| 		accjmp += jump? m_jumpforce: 0.1f; | ||||
| 		jumped = true; | ||||
| 		dbljump++; | ||||
| 		std::cout << accjmp << std::endl; | ||||
| 	} | ||||
| 	else if (m_position.y > -0.2f && accjmp != 0) { | ||||
| 		if (accjmp > 0.f) { | ||||
| @@ -48,43 +54,40 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 			if (jump) accjmp -= elapsedTime * 0.7; | ||||
| 			else accjmp -= elapsedTime * 0.9; | ||||
| 		} | ||||
| 		//front = false; // Emp<6D>che le d<>placement dans les airs. | ||||
| 		//back = false; | ||||
| 		//left = false; | ||||
| 		//right = false; | ||||
| 	} | ||||
| 	else accjmp = 0; | ||||
|  | ||||
| 	if (m_position.y < 0.f) { //&& jumped) { // Suivi de mouvement pour l'atterrissage. | ||||
| 	if (m_position.y < 0.f) { // Suivi de mouvement pour l'atterrissage. | ||||
| 		m_position.y += elapsedTime * 5.f; | ||||
| 		if (m_position.y > 0.f) { | ||||
| 			jumped = false; | ||||
| 			dbljump = 0; | ||||
| 			m_position.y = 0; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	m_position.y += accjmp; | ||||
|  | ||||
| 	if (!jumped && ( left || right || front || back)) { | ||||
| 	if (dbljump < 1 && ( left || right || front || back) || dash && !(left || right || front || back)) { | ||||
| 		yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... | ||||
| 		xrotrad = (m_rotX / 57.2957795056f); | ||||
| 		if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuy<75> seul. | ||||
| 	} | ||||
|  | ||||
| 	m_position.y += accjmp; | ||||
|  | ||||
| 	if (front) { | ||||
| 		if (!jumped) | ||||
| 		if (jumped == 0) | ||||
| 			if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed; | ||||
| 		if (dash) { | ||||
| 			accWS *= 3.f; | ||||
| 			++accWS *= 3.f; | ||||
| 			//m_position.y += float(-sin(xrotrad)) * elapsedTime * 70; // <20> remettre pour impl<70>menter une fonction de vol. | ||||
| 		} | ||||
| 		m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; | ||||
| 	} | ||||
| 	else if (back) { | ||||
| 		if (!jumped) | ||||
| 		if (jumped == 0) | ||||
| 			if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed; | ||||
| 		if (dash) { | ||||
| 			accWS *= 3.f; | ||||
| 			--accWS *= 3.f; | ||||
| 			//m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol. | ||||
| 		}  | ||||
| 		m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS; | ||||
| @@ -99,16 +102,16 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 	} | ||||
|  | ||||
| 	if (left) { | ||||
| 		if (!jumped) | ||||
| 		if (jumped == 0) | ||||
| 			if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed; | ||||
| 		if (dash) accAD *= 3.f; | ||||
| 		if (dash) ++accAD *= 3.f; | ||||
| 		m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; | ||||
| 	} | ||||
| 	else if (right) { | ||||
| 		if (!jumped) | ||||
| 		if (jumped == 0) | ||||
| 			if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed; | ||||
| 		if (dash) accAD *= 3.f; | ||||
| 		if (dash) --accAD *= 3.f; | ||||
| 		m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD; | ||||
| 		m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD; | ||||
| 	} | ||||
|   | ||||
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