From 42503cac8eac1199cccec2d4fbed7fde41a2bb55 Mon Sep 17 00:00:00 2001 From: Marek Moeckel Date: Fri, 8 Oct 2004 23:16:06 +0000 Subject: [PATCH] found some values for tux' flapping speed that feel okay when running (still a little too fast, maybe). Problem is, it's pure coincidence that they fit, since they don't depend on any other speed setting. However, this formula might serve as a basis on which the optimum flapping speed could be calculated. SVN-Revision: 1999 --- src/player.cpp | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/src/player.cpp b/src/player.cpp index b28dee442..0608ad2b0 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -593,18 +593,20 @@ Player::handle_vertical_input() 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); } } -- 2.11.0