View bobbing pas pire pentoute!
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@ -83,7 +83,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
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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 += (sin(gametime) - 0.5f) / 20.f;
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m_position.y += (sin(gametime) - 0.5f) * accWS / (20.f * m_topspeed);
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}
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else if (back) {
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if (dbljump == 0)
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@ -91,14 +91,14 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
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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 += (sin(gametime) - 0.5f) / 20.f;
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m_position.y += (sin(gametime) - 0.5f) * accWS / (20.f * m_topspeed);
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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 : 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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m_position.y += (sin(gametime) - 0.5f) / 30.f;
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m_position.y += (sin(gametime) - 0.5f) * accWS / (30.f * m_topspeed);
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if (accWS < 1 && accWS > -1) accWS = 0;
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}
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@ -108,7 +108,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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if (dash) accAD *= accAD > 0.f? 3.f: -1.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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m_position.y += (sin(gametime) - 0.5f) / 20.f;
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if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed);
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}
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else if (right) {
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if (dbljump == 0)
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@ -116,23 +116,21 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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if (dash) accAD *= accAD < 0.f ? 3.f : -1.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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m_position.y += (sin(gametime) - 0.5f) / 20.f;
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if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed);
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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 : 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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m_position.y += (sin(gametime) - 0.5f) / 30.f;
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if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed);
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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, 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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if ((accWS >= 0.f ? accWS : -accWS + accAD >= 0.f ? accAD : -accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) {
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accWS *= 0.8f;
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accAD *= 0.8f;
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}
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}
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void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
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