Player air check function

This commit is contained in:
Robin Engman 2014-02-26 08:51:18 +01:00 committed by Dander7BD
parent 800f514028
commit 4b4255cfcc
1 changed files with 7 additions and 7 deletions

View File

@ -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()