jumping = true;
flapping = true;
float iv = physic.get_velocity_x(); //flapping speed depends on initial velocity
- float fv = 1.2; //fixed velocity that is reached when flapping is done
+ //float fv = 1.2; //fixed velocity that is reached when flapping is done
float cv = 0; //current velocity
- if (iv < 0) {fv *= (-1);} //make fv negative or positive depending on direction of iv
+ //if (iv < 0) {fv *= (-1);} //make fv negative or positive depending on direction of iv
if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
{
- //TODO: Tux currently slows down too fast; fix that.
+ //TODO: Values okay when running, but that's pure coincidence; they don't depend on iv anymore.
if (iv == 0) {cv = 0;}
- else {cv = (iv-((iv-fv)*(float)flapping_timer.get_gone()/TUX_FLAPPING_TIME));}
+ //else {cv = (iv-((iv-fv)*(float)flapping_timer.get_gone()/TUX_FLAPPING_TIME));}
+ else {cv = (sqrt(1000-(float)flapping_timer.get_gone()))/10;}
//Handle change of direction while flapping
if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {cv *= (-1);}
+ //std::cout << cv << std::endl;
physic.set_velocity_x(cv);
- physic.set_velocity_y((float)flapping_timer.get_gone()/700);
+ physic.set_velocity_y((float)flapping_timer.get_gone()/800);
}
}