Nouvelles textures.
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		| @@ -8,18 +8,15 @@ void Player::TurnLeftRight(float value) { | ||||
| 	else if (m_rotX < -45) m_rotX = -45; | ||||
| } | ||||
|  | ||||
| void Player::TurnTopBottom(float value) { | ||||
| 	 m_rotY += value; | ||||
| } | ||||
| void Player::TurnTopBottom(float value) { m_rotY += value; } | ||||
|  | ||||
| void Player::Move(bool front, bool back, bool left, bool right, bool jump, float elapsedTime) { | ||||
| 	float xrotrad, yrotrad; | ||||
|  | ||||
| 	if (m_accjmp == 0 && jump && !jumped) { | ||||
| 		m_accjmp = 0.3; | ||||
| 	if (jump && !jumped) { | ||||
| 		m_accjmp = m_jumpheight; | ||||
| 		jumped = true; | ||||
| 	} | ||||
| 	else if (m_position.y > -0.2f && m_accjmp != 0) | ||||
| 	else if (m_position.y > -0.3f && m_accjmp != 0) { | ||||
| 		if (m_accjmp > 0.1f) { | ||||
| 			if (jump) { | ||||
| 				m_accjmp *= 0.95 - m_accjmp * elapsedTime; | ||||
| @@ -34,64 +31,69 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, float | ||||
| 			if (jump) m_accjmp -= elapsedTime * 0.7; | ||||
| 			else m_accjmp -= elapsedTime * 0.9; | ||||
| 		} | ||||
| 		front = false; // Emp<6D>che le d<>placement dans les airs. | ||||
| 		back = false; | ||||
| 		left = false; | ||||
| 		right = false; | ||||
| 	} | ||||
| 	else m_accjmp = 0; | ||||
| 	 | ||||
| 	if (!jump) jumped = false; // Bloque les sauts <20> r<>p<EFBFBD>tition en tenant le bouton de saut. | ||||
|  | ||||
| 	if (m_position.y < 0) { // Suivi de mouvement pour l'atterrissage. | ||||
| 		m_position.y += elapsedTime * 5; | ||||
| 		if (m_position.y > 0.f) m_position.y = 0; | ||||
| 		if (m_position.y > 0.f) { | ||||
| 			jumped = false;  | ||||
| 			m_position.y = 0; | ||||
| 		} | ||||
| 	} | ||||
| 	 | ||||
| 	m_position.y += m_accjmp; | ||||
|  | ||||
| 	if (!jumped || left || right || front || back) { | ||||
| 		m_yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... | ||||
| 		m_xrotrad = (m_rotX / 57.2957795056f); | ||||
| 	} | ||||
|  | ||||
| 	if (front) { | ||||
| 		if (m_accWS < 10) m_accWS += elapsedTime * 30; else m_accWS = 10; | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		xrotrad = (m_rotX / 180 * 3.141592654f); | ||||
| 		m_position.x += float(sin(yrotrad)) * elapsedTime * m_accWS; | ||||
| 		m_position.z += float(-cos(yrotrad)) * elapsedTime * m_accWS; | ||||
| 		if (m_accWS < m_topspeed) m_accWS += elapsedTime * 30; else m_accWS = m_topspeed; | ||||
|  | ||||
| 		m_position.x += float(sin(m_yrotrad)) * elapsedTime * m_accWS; | ||||
| 		m_position.z += float(-cos(m_yrotrad)) * elapsedTime * m_accWS; | ||||
| 		// m_position.y += float(-sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol. | ||||
| 	} | ||||
| 	else if (back) {  | ||||
| 		if (m_accWS > -10) m_accWS -= elapsedTime * 30; else m_accWS = -10; | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		xrotrad = (m_rotX / 180 * 3.141592654f); | ||||
| 		m_position.x += float(-sin(yrotrad)) * elapsedTime * -m_accWS; | ||||
| 		m_position.z += float(cos(yrotrad)) * elapsedTime * -m_accWS; | ||||
| 		if (m_accWS > -m_topspeed) m_accWS -= elapsedTime * 30; else m_accWS = -m_topspeed; | ||||
|  | ||||
| 		m_position.x += float(-sin(m_yrotrad)) * elapsedTime * -m_accWS; | ||||
| 		m_position.z += float(cos(m_yrotrad)) * elapsedTime * -m_accWS; | ||||
| 		// m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol. | ||||
| 	} | ||||
| 	else if (m_accWS != 0) { | ||||
| 		m_accWS = m_accWS > 0 ? m_accWS - elapsedTime * 60 : m_accWS + elapsedTime * 60; | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		xrotrad = (m_rotX / 180 * 3.141592654f); | ||||
| 		m_position.x += float(sin(yrotrad)) * elapsedTime * m_accWS; | ||||
| 		m_position.z += float(-cos(yrotrad)) * elapsedTime * m_accWS; | ||||
| 		m_accWS = m_accWS > 0 ? m_accWS - elapsedTime * (jumped? 10 : 60) : m_accWS + elapsedTime * (jumped ? 10 : 60); | ||||
|  | ||||
| 		m_position.x += float(sin(m_yrotrad)) * elapsedTime * m_accWS; | ||||
| 		m_position.z += float(-cos(m_yrotrad)) * elapsedTime * m_accWS; | ||||
| 		if (m_accWS < 1 && m_accWS > -1) m_accWS = 0; | ||||
| 	} | ||||
|  | ||||
| 	if (left) {  | ||||
| 		if (m_accAD < 10) m_accAD += elapsedTime * 30; else m_accAD = 10; | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		m_position.x += float(-cos(yrotrad)) * elapsedTime * m_accAD; | ||||
| 		m_position.z += float(-sin(yrotrad)) * elapsedTime * m_accAD; | ||||
| 		if (m_accAD < m_topspeed) m_accAD += elapsedTime * 30; else m_accAD = m_topspeed; | ||||
| 		m_position.x += float(-cos(m_yrotrad)) * elapsedTime * m_accAD; | ||||
| 		m_position.z += float(-sin(m_yrotrad)) * elapsedTime * m_accAD; | ||||
| 	} | ||||
| 	else if (right) { | ||||
| 		if (m_accAD > -10) m_accAD -= elapsedTime * 30; else m_accAD = -10; | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		m_position.x += float(cos(yrotrad)) * elapsedTime * -m_accAD; | ||||
| 		m_position.z += float(sin(yrotrad)) * elapsedTime * -m_accAD; | ||||
| 		if (m_accAD > -m_topspeed) m_accAD -= elapsedTime * 30; else m_accAD = -m_topspeed; | ||||
| 		m_position.x += float(cos(m_yrotrad)) * elapsedTime * -m_accAD; | ||||
| 		m_position.z += float(sin(m_yrotrad)) * elapsedTime * -m_accAD; | ||||
| 	} | ||||
| 	else if (m_accAD != 0) { | ||||
| 		m_accAD = m_accAD > 0 ? m_accAD - elapsedTime * 60 : m_accAD + elapsedTime * 60; | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		m_position.x += float(-cos(yrotrad)) * elapsedTime * m_accAD; | ||||
| 		m_position.z += float(-sin(yrotrad)) * elapsedTime * m_accAD; | ||||
| 		m_accAD = m_accAD > 0 ? m_accAD - elapsedTime * (jumped ? 10 : 60) : m_accAD + elapsedTime * (jumped ? 10 : 60); | ||||
| 		m_position.x += float(-cos(m_yrotrad)) * elapsedTime * m_accAD; | ||||
| 		m_position.z += float(-sin(m_yrotrad)) * elapsedTime * m_accAD; | ||||
| 		if (m_accAD < 1 && m_accAD > -1) m_accAD = 0; | ||||
| 	} | ||||
|  | ||||
| 	// Gestion de si le personnage va en diagonale pour qu'il n'aille pas plus vite que s'il allait en ligne droite: SQRT(10^2+10^2) = ~12. | ||||
| 	if ((m_accWS >= 0? m_accWS: -m_accWS + m_accAD >= 0 ? m_accAD : -m_accAD) > 12) { | ||||
| 	// Gestion de si le personnage va en diagonale pour qu'il n'aille pas plus vite que s'il allait en ligne droite: SQRT(15^2+15^2) = ~21.2 | ||||
| 	if ((m_accWS >= 0? m_accWS: -m_accWS + m_accAD >= 0 ? m_accAD : -m_accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) { | ||||
| 		m_accWS *= 0.9f; | ||||
| 		m_accAD *= 0.9f; | ||||
| 	} | ||||
|   | ||||
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