void Scene1::Update(const float deltaTime){ InputManager(); /*if (canJump){ if (player->position.y < 2.0f && !hitPeak) player->velocity.y = player->jumpVel; else if (moveY > 2.0f){ hitPeak = true; player->velocity.y = physicsGravity.y; } else if (hitPeak){ speedY = -0.5f; if (moveY <= 1.5f){ canJump = false; speedY = 0; } } }*/ if (player->pos.x > window->GetWidth() / 2){ scroll = true; if (player->velocity.x > 0.0f) player->velocity.x = 0.0f; else scroll = false; } else{ scroll = false; } player->position.x += player->velocity.x; player->position += (player->velocity * deltaTime) + 0.5f * physicsGravity * (deltaTime * deltaTime); player->velocity += physicsGravity * deltaTime; if (player->position.y <= 1.5f){ isGrounded = true; canJump = true; physicsGravity = Vec3(0, 0, 0); player->velocity.y = 0.0f; player->position.y = 1.5f; } else { isGrounded = false; canJump = false; physicsGravity = Vec3(0, -1.0f, 0); } player->position.y += speedY; screenX += screenMoveX; screenX2 += screenMoveX; scrollCheck(); Render(); }
bool cScreenPlayfield::mouseMove(size_t X, size_t Y) { bool redraw = false; redraw = scrollCheck(X, Y); // If the mouse has moved, and we're placing... if(g_DuneEngine->mPlaceObjectGet()) if( _mouseX != X / 16 || _mouseY != Y / 16 ) redraw = true; _mouseX = X / 16; _mouseY = Y / 16; return redraw; }