Le bonhomme n'a plus la maladie de Parkinson, et le jeu refonctionne sur MSVC++.
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@@ -30,11 +30,12 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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-sin(m_rotX / 57.2957795056f),
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sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
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if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
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//if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
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if ((jump || dash) && !m_airborne) {
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delta.y += jump ? m_jumpforce : 0.01f;
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m_airborne = true;
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//m_jumped = true;
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m_dbljump++;
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}
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@@ -201,7 +202,7 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
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if (!m_airborne) m_position.y = (int)m_position.y + .7f;
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m_airborne = false;
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}
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else {
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else if (m_airborne) {
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if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
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m_airborne = true;
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}
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@@ -223,14 +224,13 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
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/* Fin gestion de collisions */
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m_position += input;
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m_POV = input;
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m_position.y += m_velocity.y;
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if (m_airborne) m_position.y += m_velocity.y;
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//static float bobbingtime = 0; // Gestion de la cam<61>ra
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//if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
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//m_POV.x = m_position.x;
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//m_POV.z = m_position.z;
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//m_POV.y = m_position.y - 1.7f + m_airborne ? 0 : ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x * 40) + abs(m_velocity.z * 40)) / (10.f * m_topspeed));
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static float bobbingtime = 0; // Gestion de la cam<61>ra
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if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
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m_POV.x = m_position.x;
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m_POV.z = m_position.z;
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m_POV.y = m_position.y - 1.7f + m_airborne ? 0 : ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x * 40) + abs(m_velocity.z * 40)) / (10.f * m_topspeed));
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}
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void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
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