diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp index a44d5f8..13c2174 100644 --- a/SQCSim2021/player.cpp +++ b/SQCSim2021/player.cpp @@ -75,7 +75,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul. } - m_position.y += accjmp; + m_position.y += accjmp + (sin(gametime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed);; if (front) { if (dbljump == 0) @@ -83,7 +83,6 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool if (dash) accWS *= accWS > 0.f ? 3.f : -1.f; m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; - m_position.y += (sin(gametime) - 0.5f) * accWS / (20.f * m_topspeed); } else if (back) { if (dbljump == 0) @@ -91,14 +90,13 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool if (dash) accWS *= accWS < 0.f? 3.f: -1.f; m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS; m_position.z += float(cos(yrotrad)) * elapsedTime * -accWS; - m_position.y += (sin(gametime) - 0.5f) * accWS / (20.f * m_topspeed); } else if (accWS != 0) { - accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accWS + elapsedTime * (m_position.y > 0.f ? 10 : 120); + accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120) + : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120); m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; - m_position.y += (sin(gametime) - 0.5f) * accWS / (30.f * m_topspeed); if (accWS < 1 && accWS > -1) accWS = 0; } @@ -108,7 +106,6 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool if (dash) accAD *= accAD > 0.f? 3.f: -1.f; m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; - if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed); } else if (right) { if (dbljump == 0) @@ -116,13 +113,13 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool if (dash) accAD *= accAD < 0.f ? 3.f : -1.f; m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD; m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD; - if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed); } else if (accAD != 0) { - accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accAD + elapsedTime * (m_position.y > 0.f ? 10 : 120); + accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120) + : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120); + m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; - if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed); if (accAD < 1 && accAD > -1) accAD = 0; }