diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp index fcaf3ef..41e8bfc 100644 --- a/SQCSim2021/player.cpp +++ b/SQCSim2021/player.cpp @@ -25,7 +25,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool static int dashtimeout = 0; static float gametime = 0; - if (gametime <= 180) gametime += elapsedTime*10; else gametime = 0; + if (gametime <= 180.f) gametime += elapsedTime*m_topspeed/2; else gametime = 0; if (dashtimeout > 0) { dash = false; @@ -83,7 +83,7 @@ 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) / 10.f; + m_position.y += (sin(gametime) - 0.5f) / 20.f; } else if (back) { if (dbljump == 0) @@ -91,14 +91,14 @@ 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) / 10.f; + m_position.y += (sin(gametime) - 0.5f) / 20.f; } 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); m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; - m_position.y += (sin(gametime) - 0.5f) / 10.f; + m_position.y += (sin(gametime) - 0.5f) / 30.f; if (accWS < 1 && accWS > -1) accWS = 0; } @@ -108,7 +108,7 @@ 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; - m_position.y += (sin(gametime) - 0.5f) / 10.f; + m_position.y += (sin(gametime) - 0.5f) / 20.f; } else if (right) { if (dbljump == 0) @@ -116,13 +116,13 @@ 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; - m_position.y += (sin(gametime) - 0.5f) / 10.f; + m_position.y += (sin(gametime) - 0.5f) / 20.f; } 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); m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; - m_position.y += (sin(gametime) - 0.5f) / 10.f; + m_position.y += (sin(gametime) - 0.5f) / 30.f; if (accAD < 1 && accAD > -1) accAD = 0; }