{
BadGuy::active_update(elapsed_time);
- float abs_cur_walk_speed = fabs (physic.get_velocity_x ());
- if ((abs_cur_walk_speed > (walk_speed - 5.0))
- && (abs_cur_walk_speed < (walk_speed + 5.0)))
+ float current_x_velocity = physic.get_velocity_x ();
+ float dest_x_velocity = (dir == LEFT) ? -walk_speed : +walk_speed;
+
+ if (frozen)
+ {
+ physic.set_velocity_x (0.0);
+ physic.set_acceleration_x (0.0);
+ }
+ /* We're very close to our target speed. Just set it to avoid oscillation */
+ else if ((current_x_velocity > (dest_x_velocity - 5.0))
+ && (current_x_velocity < (dest_x_velocity + 5.0)))
{
- physic.set_velocity_x ((dir == LEFT) ? -walk_speed : +walk_speed);
+ physic.set_velocity_x (dest_x_velocity);
physic.set_acceleration_x (0.0);
}
- /* acceleration == walk-speed => it will take one second to get from zero to full speed. */
- else if (abs_cur_walk_speed < walk_speed) {
- physic.set_acceleration_x ((dir == LEFT) ? -walk_speed : +walk_speed);
+ /* Check if we're going too slow or even in the wrong direction */
+ else if (((dir == LEFT) && (current_x_velocity > dest_x_velocity))
+ || ((dir == RIGHT) && (current_x_velocity < dest_x_velocity)))
+ {
+ /* acceleration == walk-speed => it will take one second to get from zero
+ * to full speed. */
+ physic.set_acceleration_x (dest_x_velocity);
+ }
+ /* Check if we're going too fast */
+ else if (((dir == LEFT) && (current_x_velocity < dest_x_velocity))
+ || ((dir == RIGHT) && (current_x_velocity > dest_x_velocity)))
+ {
+ /* acceleration == walk-speed => it will take one second to get twice the
+ * speed to normal speed. */
+ physic.set_acceleration_x ((-1.0) * dest_x_velocity);
}
- else if (abs_cur_walk_speed > walk_speed) {
- physic.set_acceleration_x ((dir == LEFT) ? +walk_speed : -walk_speed);
+ else
+ {
+ /* The above should have covered all cases. */
+ assert (23 == 42);
}
if (max_drop_height > -1) {
{
BadGuy::freeze();
physic.set_velocity_x(0);
+ set_walk_speed (0.0);
}
void