Ajout du Dash!
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@ -152,7 +152,7 @@ void OpenglContext::ShowCrossCursor() const
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void OpenglContext::InitWindow(int width, int height)
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{
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m_app.create((m_fullscreen ? sf::VideoMode::getFullscreenModes()[0] : sf::VideoMode(width, height, 32)), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize | sf::Style::Close), sf::ContextSettings(32, 8, 4));
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m_app.create((m_fullscreen ? sf::VideoMode::getFullscreenModes()[0] : sf::VideoMode(width, height, 32)), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize | sf::Style::Close), sf::ContextSettings(32, 8, 8));
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}
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OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const
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@ -21,9 +21,16 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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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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static int dashtimeout = 0;
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if (jump && !jumped) {
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accjmp = m_jumpforce;
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if (dashtimeout > 0) {
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dash = false;
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--dashtimeout;
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}
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else if (dash) dashtimeout = 100;
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if ((jump || dash) && !jumped) {
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accjmp = jump? m_jumpforce: 0.1f;
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jumped = true;
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}
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else if (m_position.y > -0.2f && accjmp != 0) {
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@ -41,10 +48,10 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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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; // Empêche le déplacement 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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//front = false; // Empêche le déplacement 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 accjmp = 0;
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@ -58,27 +65,33 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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m_position.y += accjmp;
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if (!jumped || left || right || front || back) {
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if (!jumped && ( left || right || front || back)) {
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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 (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
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if (!jumped)
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if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
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if (dash) {
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accWS *= 3.f;
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//m_position.y += float(-sin(xrotrad)) * elapsedTime * 70; // à remettre pour implémenter une fonction de vol.
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}
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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; // à remettre pour implémenter une fonction de vol.
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}
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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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if (!jumped)
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if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
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if (dash) {
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accWS *= 3.f;
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//m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol.
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}
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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; // à remettre pour implémenter une fonction de vol.
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}
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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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accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accWS + elapsedTime * (m_position.y > 0.f ? 10 : 120);
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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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@ -86,17 +99,21 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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}
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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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if (!jumped)
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if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
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if (dash) accAD *= 3.f;
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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 (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
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if (!jumped)
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if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
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if (dash) accAD *= 3.f;
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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 (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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accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accAD + elapsedTime * (m_position.y > 0.f ? 10 : 120);
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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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@ -16,9 +16,8 @@ private:
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Vector3f m_position;
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float m_rotX = 0;
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float m_rotY = 0;
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float m_topspeed = 20;
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float m_jumpforce = 0.4f;
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float m_topspeed = 30;
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float m_jumpforce = 0.6f;
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};
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#endif //_PLAYER_H__
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