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@@ -124,7 +124,6 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z);
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bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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//input.x = m_velocity.x = 0;
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m_velocity.y += .04f;
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m_velocity.z *= .5f;
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m_velocity.x *= .5f;
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@@ -134,50 +133,17 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z);
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bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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//input.z = m_velocity.z = 0;
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m_velocity.y += .04f;
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m_velocity.z *= .5f;
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m_velocity.x *= .5f;
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}
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//bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z);
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//bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z);
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//bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
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//if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
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// if (input.x > 0)
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// input.x = m_velocity.x = 0.5f;
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// else
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// input.x = m_velocity.x = -0.5f;
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// m_velocity.y = 0.3;
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// m_velocity.z *= .5f;
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//}
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//else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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// input.x = m_velocity.x = 0;
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// m_velocity.z *= .5f;
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//}
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//bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z);
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//bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z);
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//bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
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//if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) {
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// if (input.z > 0)
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// input.z = m_velocity.z = 0.5f;
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// else
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// input.z = m_velocity.z = -0.5f;
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// m_velocity.y = 0.3;
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// m_velocity.x *= .5f;
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//}
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//else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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// input.z = m_velocity.z = 0;
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// m_velocity.x *= .5f;
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//}
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/* Fin gestion de collisions */
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/* Gestion de la friction */
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if (!m_airborne) {
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m_velocity.x += input.x * 2.f * elapsedTime;
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m_velocity.z += input.z * 2.f * elapsedTime;
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m_velocity.x += input.x * (boostspeed ? 2.5f : 2.f) * elapsedTime;
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m_velocity.z += input.z * (boostspeed ? 2.5f : 2.f) * elapsedTime;
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if (input.x == 0.f)
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m_velocity.x *= .8f;
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@@ -195,7 +161,7 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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/* Fin gestion de la friction */
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float vy = m_velocity.y;
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m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize().
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m_velocity.y = boostspeed ? 0.f: 1.f; // Padding pour limiter le x et z lors du Normalize().
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if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
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m_velocity.y = 0;
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if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
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