escalade de bloc à évaluer
l'escalade de bloc est fonctionnelle, mais le jump se fait parfois humainement, d'autre, où le jump se fait plus horizontalement que verticalement
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@ -103,7 +103,14 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Audio
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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 (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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} 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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@ -111,7 +118,14 @@ void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Audio
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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 (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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} 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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