Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
a4de2ddbe2
|
@ -79,9 +79,10 @@ GameClientState::ClientState MainState::Update( float deltaTime )
|
||||||
{
|
{
|
||||||
bool test = this->privData->input->IsMousePressed();
|
bool test = this->privData->input->IsMousePressed();
|
||||||
if(test)
|
if(test)
|
||||||
{
|
{ // HACK: debug trap still in use?
|
||||||
int i = 0;
|
int i = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
||||||
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
||||||
}
|
}
|
||||||
|
|
|
@ -300,6 +300,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
||||||
Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
|
Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
|
||||||
if (dynamicGameObj != NULL)
|
if (dynamicGameObj != NULL)
|
||||||
{
|
{
|
||||||
|
dynamicGameObj->GetRigidBody()->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||||
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -127,7 +127,7 @@ void Player::BeginFrame()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f)
|
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
|
||||||
{
|
{
|
||||||
/* Dampen when on the ground and not being moved by the player */
|
/* Dampen when on the ground and not being moved by the player */
|
||||||
linearVelocity *= 0.2f;
|
linearVelocity *= 0.2f;
|
||||||
|
|
Loading…
Reference in New Issue