Améliorations des contrôles.
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@ -37,7 +37,6 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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accjmp += jump? m_jumpforce: 0.1f;
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jumped = true;
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dbljump++;
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std::cout << accjmp << std::endl;
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}
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else if (m_position.y > -0.2f && accjmp != 0) {
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if (accjmp > 0.f) {
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@ -65,7 +64,9 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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}
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}
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if (dbljump < 1 && ( left || right || front || back) || dash && !(left || right || front || back)) {
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if (dbljump < 1 && ( left || right || front || back) ||
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dash && !(left || right || front || back))
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{
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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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if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
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@ -74,22 +75,16 @@ 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 (front) {
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if (jumped == 0)
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if (dbljump == 0)
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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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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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}
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else if (back) {
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if (jumped == 0)
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if (dbljump == 0)
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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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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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}
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@ -102,16 +97,16 @@ 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 (jumped == 0)
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if (dbljump == 0)
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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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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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}
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else if (right) {
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if (jumped == 0)
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if (dbljump == 0)
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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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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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}
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