Ajouts textures et blend.
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		@@ -2,100 +2,110 @@
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { }
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void Player::TurnLeftRight(float value) {
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void Player::TurnLeftRight(float value) { 
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	m_rotY += value; 
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	if (m_rotY > 360) m_rotY = 0;
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	else if (m_rotY < -360) m_rotY = 0;
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}
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void Player::TurnTopBottom(float value) {  
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	m_rotX += value;
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	if (m_rotX > 45) m_rotX = 45;
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	else if (m_rotX < -45) m_rotX = -45;
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}
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void Player::TurnTopBottom(float value) { m_rotY += value; }
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void Player::Move(bool front, bool back, bool left, bool right, bool jump, float elapsedTime) {
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void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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	static float accWS = 0;
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	static float accAD = 0;
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	static float accjmp = 0;
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	static float yrotrad = 0;
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	static float xrotrad = 0;
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	static bool jumped = false;
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	if (jump && !jumped) {
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		m_accjmp = m_jumpheight;
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		accjmp = m_jumpforce;
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		jumped = true;
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	}
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	else if (m_position.y > -0.3f && m_accjmp != 0) {
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		if (m_accjmp > 0.1f) {
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	else if (m_position.y > -0.2f && accjmp != 0) {
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		if (accjmp > 0.f) {
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			if (jump) {
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				m_accjmp *= 0.95 - m_accjmp * elapsedTime;
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				m_accjmp -= elapsedTime * 1.1;
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				accjmp *= 0.95f - accjmp * elapsedTime;
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				accjmp -= elapsedTime * 1.1;
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			}
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			else {
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				m_accjmp *= 0.75 - m_accjmp * elapsedTime;
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				m_accjmp -= elapsedTime * 1.1;
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				accjmp *= 0.75f - accjmp * elapsedTime;
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				accjmp -= elapsedTime * 1.1;
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			}
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		}
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		else {
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			if (jump) m_accjmp -= elapsedTime * 0.7;
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			else m_accjmp -= elapsedTime * 0.9;
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			if (jump) accjmp -= elapsedTime * 0.7;
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			else accjmp -= elapsedTime * 0.9;
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		}
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		front = false; // Emp<6D>che le d<>placement dans les airs.
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		back = false;
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		left = false;
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		right = false;
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	}
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	else m_accjmp = 0;
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	else accjmp = 0;
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	if (m_position.y < 0) { // Suivi de mouvement pour l'atterrissage.
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		m_position.y += elapsedTime * 5;
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	if (m_position.y < 0.f) { //&& jumped) { // Suivi de mouvement pour l'atterrissage.
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		m_position.y += elapsedTime * 5.f;
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		if (m_position.y > 0.f) {
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			jumped = false; 
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			jumped = false;
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			m_position.y = 0;
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		}
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	}
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	m_position.y += m_accjmp;
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	m_position.y += accjmp;
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	if (!jumped || left || right || front || back) {
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		m_yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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		m_xrotrad = (m_rotX / 57.2957795056f);
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		yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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		xrotrad = (m_rotX / 57.2957795056f);
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	}
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	if (front) {
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		if (m_accWS < m_topspeed) m_accWS += elapsedTime * 30; else m_accWS = m_topspeed;
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		if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
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		m_position.x += float(sin(m_yrotrad)) * elapsedTime * m_accWS;
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		m_position.z += float(-cos(m_yrotrad)) * elapsedTime * m_accWS;
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		m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
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		m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
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		// m_position.y += float(-sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol.
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	}
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	else if (back) { 
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		if (m_accWS > -m_topspeed) m_accWS -= elapsedTime * 30; else m_accWS = -m_topspeed;
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	else if (back) {
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		if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
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		m_position.x += float(-sin(m_yrotrad)) * elapsedTime * -m_accWS;
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		m_position.z += float(cos(m_yrotrad)) * elapsedTime * -m_accWS;
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		m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS;
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		m_position.z += float(cos(yrotrad)) * elapsedTime * -accWS;
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		// m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol.
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	}
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	else if (m_accWS != 0) {
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		m_accWS = m_accWS > 0 ? m_accWS - elapsedTime * (jumped? 10 : 60) : m_accWS + elapsedTime * (jumped ? 10 : 60);
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	else if (accWS != 0) {
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		accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.f ? 10 : 60) : accWS + elapsedTime * (m_position.y > 0.f ? 10 : 60);
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		m_position.x += float(sin(m_yrotrad)) * elapsedTime * m_accWS;
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		m_position.z += float(-cos(m_yrotrad)) * elapsedTime * m_accWS;
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		if (m_accWS < 1 && m_accWS > -1) m_accWS = 0;
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		m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
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		m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
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		if (accWS < 1 && accWS > -1) accWS = 0;
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	}
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	if (left) { 
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		if (m_accAD < m_topspeed) m_accAD += elapsedTime * 30; else m_accAD = m_topspeed;
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		m_position.x += float(-cos(m_yrotrad)) * elapsedTime * m_accAD;
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		m_position.z += float(-sin(m_yrotrad)) * elapsedTime * m_accAD;
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	if (left) {
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		if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
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		m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
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		m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
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	}
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	else if (right) {
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		if (m_accAD > -m_topspeed) m_accAD -= elapsedTime * 30; else m_accAD = -m_topspeed;
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		m_position.x += float(cos(m_yrotrad)) * elapsedTime * -m_accAD;
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		m_position.z += float(sin(m_yrotrad)) * elapsedTime * -m_accAD;
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		if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
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		m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD;
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		m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD;
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	}
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	else if (m_accAD != 0) {
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		m_accAD = m_accAD > 0 ? m_accAD - elapsedTime * (jumped ? 10 : 60) : m_accAD + elapsedTime * (jumped ? 10 : 60);
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		m_position.x += float(-cos(m_yrotrad)) * elapsedTime * m_accAD;
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		m_position.z += float(-sin(m_yrotrad)) * elapsedTime * m_accAD;
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		if (m_accAD < 1 && m_accAD > -1) m_accAD = 0;
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	else if (accAD != 0) {
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		accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.f ? 10 : 60) : accAD + elapsedTime * (m_position.y > 0.f ? 10 : 60);
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		m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
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		m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
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		if (accAD < 1 && accAD > -1) accAD = 0;
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	}
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	// 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
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	if ((m_accWS >= 0? m_accWS: -m_accWS + m_accAD >= 0 ? m_accAD : -m_accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) {
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		m_accWS *= 0.9f;
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		m_accAD *= 0.9f;
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	// Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
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	if ((accWS >= 0 ? accWS : -accWS + accAD >= 0 ? accAD : -accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) {
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		accWS *= 0.9f;
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		accAD *= 0.9f;
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	}
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}
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