Ajout d'un autre mur et ajustements dans la physique.
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@ -247,6 +247,23 @@ void Engine::Render(float elapsedTime) {
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m_world.ChunkAt(chx, 1, chy)->SetBlock(14, 34, 5, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(14, 35, 5, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 5, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 5, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 5, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 5, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 6, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 6, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 6, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 6, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 7, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 7, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 7, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 7, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 32, 8, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 33, 8, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 34, 8, BTYPE_GRASS, &m_world);
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m_world.ChunkAt(chx, 1, chy)->SetBlock(3, 35, 8, BTYPE_GRASS, &m_world);
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if (++accRender > MAX_RENDER_CHUNKS) {
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chx = cx + CHUNK_SIZE_X * 6;
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chy = cy + CHUNK_SIZE_Z * 6;
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@ -111,10 +111,10 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
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m_velocity.z += input.z * 2.f * elapsedTime;
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if (input.x == 0.f)
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m_velocity.x *= .6f;
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m_velocity.x *= .8f;
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if (input.z == 0.f)
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m_velocity.z *= .6f;
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m_velocity.z *= .8f;
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}
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else {
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m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs.
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