diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 735f7338..ebc38d26 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -119,7 +119,7 @@ void Player::BeginFrame() } // Dampen velocity if certain keys are not pressed - if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f) + if(key_jump <= 0.001 && IsWalking()) { if(key_forward <= 0.001 && key_backward <= 0.001) { @@ -146,7 +146,7 @@ void Player::BeginFrame() walkDirection.Normalize(); // If on the ground, accelerate normally - if(this->rigidBody->GetLambda() < 0.9f) + if(IsWalking()) { if(forwardSpeed < maxSpeed) { @@ -158,7 +158,7 @@ void Player::BeginFrame() } } // If in the air, accelerate slower - if(this->rigidBody->GetLambda() >= 0.9f) + if(IsJumping()) { if(forwardSpeed < maxSpeed) { @@ -188,7 +188,7 @@ void Player::BeginFrame() if(key_jump > 0.001) { this->key_jump -= this->gameInstance->GetFrameTime(); - if(this->rigidBody->GetLambda() < 0.9f) + if(IsWalking()) { Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized(); this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20); @@ -290,15 +290,15 @@ void Player::Jump() bool Player::IsWalking() { - return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING); + return (this->rigidBody->GetLambda() < 0.99f); } bool Player::IsJumping() { - return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING); + return (this->rigidBody->GetLambda() < 1.0f); } bool Player::IsIdle() { - return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE); + return (this->rigidBody->GetLambda() < 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f); } void Player::Inactivate()