Temporary jump
This commit is contained in:
parent
61c49cf352
commit
f8e68b95b2
|
@ -17,7 +17,7 @@ Game::PlayerData::PlayerData()
|
|||
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(1.5f, 0.5f, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(2.0f, 0.5f, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||
rigidBody->SetAngularFactor(0.0f);
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0);
|
||||
|
|
|
@ -28,6 +28,11 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
|
|||
key_backward = 0;
|
||||
key_strafeRight = 0;
|
||||
key_strafeLeft = 0;
|
||||
|
||||
this->previousPosition = Oyster::Math::Float3(0,0,0);
|
||||
this->moveDir = Oyster::Math::Float3(0,0,0);
|
||||
this->moveSpeed = 100;
|
||||
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
|
||||
}
|
||||
|
||||
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
|
||||
|
@ -103,11 +108,6 @@ void Player::BeginFrame()
|
|||
}
|
||||
}
|
||||
|
||||
if(this->rigidBody->GetLamda() == 1.0f)
|
||||
{
|
||||
this->playerState = PLAYER_STATE_WALKING;
|
||||
}
|
||||
|
||||
this->moveDir = Oyster::Math::Float3::null;
|
||||
|
||||
if (key_forward > 0.001)
|
||||
|
@ -226,18 +226,12 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::
|
|||
|
||||
void Player::Jump()
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
if(this->rigidBody->GetLamda() < 1.0f)
|
||||
{
|
||||
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
|
||||
this->rigidBody->ApplyImpulse(up *1500);
|
||||
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||
}
|
||||
=======
|
||||
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
|
||||
this->rigidBody->ApplyImpulse(up *1500);
|
||||
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||
>>>>>>> origin/GameLogic
|
||||
}
|
||||
|
||||
bool Player::IsWalking()
|
||||
|
|
Loading…
Reference in New Issue