Le joueur ne se met plus à voler en reculant!

This commit is contained in:
Marc-Eric Martel 2021-10-08 09:06:24 -04:00
parent 55fccd3b2e
commit fc0dcc2ebd

View File

@ -75,7 +75,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul. if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
} }
m_position.y += accjmp; m_position.y += accjmp + (sin(gametime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed);;
if (front) { if (front) {
if (dbljump == 0) if (dbljump == 0)
@ -83,7 +83,6 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
if (dash) accWS *= accWS > 0.f ? 3.f : -1.f; if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
m_position.y += (sin(gametime) - 0.5f) * accWS / (20.f * m_topspeed);
} }
else if (back) { else if (back) {
if (dbljump == 0) if (dbljump == 0)
@ -91,14 +90,13 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
if (dash) accWS *= accWS < 0.f? 3.f: -1.f; if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS; m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS;
m_position.z += float(cos(yrotrad)) * elapsedTime * -accWS; m_position.z += float(cos(yrotrad)) * elapsedTime * -accWS;
m_position.y += (sin(gametime) - 0.5f) * accWS / (20.f * m_topspeed);
} }
else if (accWS != 0) { 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); accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
: accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
m_position.y += (sin(gametime) - 0.5f) * accWS / (30.f * m_topspeed);
if (accWS < 1 && accWS > -1) accWS = 0; if (accWS < 1 && accWS > -1) accWS = 0;
} }
@ -108,7 +106,6 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
if (dash) accAD *= accAD > 0.f? 3.f: -1.f; if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed);
} }
else if (right) { else if (right) {
if (dbljump == 0) if (dbljump == 0)
@ -116,13 +113,13 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
if (dash) accAD *= accAD < 0.f ? 3.f : -1.f; if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD; m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD;
m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD; m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD;
if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed);
} }
else if (accAD != 0) { 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); accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
: accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
if (accWS == 0.f) m_position.y += (sin(gametime) - 0.5f) * accAD / (20.f * m_topspeed);
if (accAD < 1 && accAD > -1) accAD = 0; if (accAD < 1 && accAD > -1) accAD = 0;
} }