diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp index d9e2feb..5e498d5 100644 --- a/SQCSim2021/player.cpp +++ b/SQCSim2021/player.cpp @@ -20,18 +20,24 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool static float accjmp = 0; static float yrotrad = 0; static float xrotrad = 0; - static bool jumped = false; + static bool jumped = true; + static int dbljump = 0; // Peut sauter ou dasher tant que la variable est en dessous de 2. static int dashtimeout = 0; if (dashtimeout > 0) { dash = false; --dashtimeout; } - else if (dash) dashtimeout = 100; - if ((jump || dash) && !jumped) { - accjmp = jump? m_jumpforce: 0.1f; + if (jumped && !jump) jumped = false; // Anti-rebondissement du saut, pour pouvoir rebondir. + + if (dash) dashtimeout = 100; + + if ((jump || dash) && dbljump < 2 && !jumped ) { + accjmp += jump? m_jumpforce: 0.1f; jumped = true; + dbljump++; + std::cout << accjmp << std::endl; } else if (m_position.y > -0.2f && accjmp != 0) { if (accjmp > 0.f) { @@ -48,43 +54,40 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool if (jump) accjmp -= elapsedTime * 0.7; else accjmp -= elapsedTime * 0.9; } - //front = false; // Empêche le déplacement dans les airs. - //back = false; - //left = false; - //right = false; } else accjmp = 0; - if (m_position.y < 0.f) { //&& jumped) { // Suivi de mouvement pour l'atterrissage. + if (m_position.y < 0.f) { // Suivi de mouvement pour l'atterrissage. m_position.y += elapsedTime * 5.f; if (m_position.y > 0.f) { - jumped = false; + dbljump = 0; m_position.y = 0; } } - m_position.y += accjmp; - - if (!jumped && ( left || right || front || back)) { + if (dbljump < 1 && ( left || right || front || back) || dash && !(left || right || front || back)) { yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... xrotrad = (m_rotX / 57.2957795056f); + if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul. } + m_position.y += accjmp; + if (front) { - if (!jumped) + if (jumped == 0) if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed; if (dash) { - accWS *= 3.f; + ++accWS *= 3.f; //m_position.y += float(-sin(xrotrad)) * elapsedTime * 70; // à remettre pour implémenter une fonction de vol. } m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; } else if (back) { - if (!jumped) + if (jumped == 0) if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed; if (dash) { - accWS *= 3.f; + --accWS *= 3.f; //m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol. } m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS; @@ -99,16 +102,16 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool } if (left) { - if (!jumped) + if (jumped == 0) if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed; - if (dash) accAD *= 3.f; + if (dash) ++accAD *= 3.f; m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; } else if (right) { - if (!jumped) + if (jumped == 0) if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed; - if (dash) accAD *= 3.f; + if (dash) --accAD *= 3.f; m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD; m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD; } diff --git a/SQCSim2021/player.h b/SQCSim2021/player.h index 5933383..a17bff6 100644 --- a/SQCSim2021/player.h +++ b/SQCSim2021/player.h @@ -16,8 +16,8 @@ private: Vector3f m_position; float m_rotX = 0; float m_rotY = 0; - float m_topspeed = 30; - float m_jumpforce = 0.6f; + float m_topspeed = 40; + float m_jumpforce = .9f; }; #endif //_PLAYER_H__