Corrections dans dashtimeout pour ne pas avoir un timeout relié au nombre de frames.
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		| @@ -22,19 +22,20 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 	static float xrotrad = 0; | ||||
| 	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; | ||||
| 	static float dashtimeout = 0; | ||||
| 	static float gametime = 0; | ||||
|  | ||||
| 	if (gametime <= 360.f) gametime += elapsedTime * m_topspeed / 2; else gametime = 0; | ||||
|  | ||||
| 	if (dashtimeout > 0) { | ||||
| 	if (dashtimeout > 0.f) { | ||||
| 		dash = false; | ||||
| 		--dashtimeout; | ||||
| 		dashtimeout -= elapsedTime; | ||||
| 	} | ||||
| 	else dashtimeout = 0; | ||||
|  | ||||
| 	if (jumped && !jump) jumped = false; // Anti-rebondissement du saut, pour pouvoir rebondir. | ||||
|  | ||||
| 	if (dash) dashtimeout = 100; | ||||
| 	if (dash) dashtimeout = 5; | ||||
|  | ||||
| 	if ((jump || dash) && dbljump < 2 && !jumped ) { | ||||
| 		accjmp += jump? m_jumpforce: 0.1f; | ||||
|   | ||||
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