@@ -122,16 +122,8 @@ bool j1Player::Update(float dt)
122122 first_move = true ;
123123 }
124124
125- float auxpos = position.x ;
126-
127- position.x -= playerinfo.initialVx *dt;
128-
129- if (-(position.x - auxpos) > dt/10 .0f )
130- {
131- if (entitystate != JUMPING && entitystate != FALLING && !must_fall)
132- position.x += 0 .49f ;
133- }
134-
125+ position.x = (position.x - playerinfo.initialVx *dt);
126+
135127 going_left = true ;
136128 going_right = false ;
137129 CurrentAnimation = playerinfo.runLeft ;
@@ -146,18 +138,8 @@ bool j1Player::Update(float dt)
146138 first_move = true ;
147139 }
148140
149- float auxpos = position.x ;
150-
151- /* Velocity.x = playerinfo.initialVx;
152- position.x = position.x + ceil((Velocity.x)*dt);*/
153-
154- position.x += ceilf (playerinfo.initialVx *dt);
155-
156- if ((position.x - auxpos) > (dt * 200 .0f ))
157- {
158- position.x -= 0 .9f ;
159- }
160-
141+ position.x = (position.x + playerinfo.initialVx *dt);
142+
161143 going_right = true ;
162144 going_left = false ;
163145 CurrentAnimation = playerinfo.runRight ;
@@ -366,13 +348,13 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
366348
367349 if (c1->rect .x + c1->rect .w >= c2->rect .x && c1->rect .x + c1->rect .w <= c2->rect .x + 2 )
368350 {
369- Velocity.x = 0 .0f ;
351+ // Velocity.x = 0.0f;
370352 c1->rect .x = c2->rect .x - c1->rect .w - colliding_offset;
371353 }
372354
373355 if (c1->rect .x >= c2->rect .x + c2->rect .w - 2 && c1->rect .x <= c2->rect .x + c2->rect .w )
374356 {
375- Velocity.x = 0 .0f ;
357+ // Velocity.x = 0.0f;
376358 c1->rect .x = c2->rect .x + c2->rect .w + colliding_offset;
377359 }
378360
@@ -401,7 +383,7 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
401383 {
402384 c1->rect .y = c2->rect .y - c1->rect .h ;
403385 }
404- Velocity.y = 0 .0f ;
386+ // Velocity.y = 0.0f;
405387 entitystate = IDLE;
406388 colliding_floor = true ;
407389 double_jump = true ;
@@ -430,7 +412,7 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
430412
431413 if (c1->rect .x + c1->rect .w >= c2->rect .x && c1->rect .x + c1->rect .w <= c2->rect .x + 4 )
432414 {
433- Velocity.x = 0 .0f ;
415+ // Velocity.x = 0.0f;
434416 if (entitystate != JUMPING)
435417 c1->rect .y = aux;
436418 c1->rect .x = c2->rect .x - c1->rect .w - colliding_offset;
@@ -459,7 +441,7 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
459441
460442 if (c1->rect .x >= c2->rect .x + c2->rect .w - 4 && c1->rect .x <= c2->rect .x + c2->rect .w )
461443 {
462- Velocity.x = 0 .0f ;
444+ // Velocity.x = 0.0f;
463445 if (entitystate != JUMPING)
464446 c1->rect .y = aux;
465447 c1->rect .x = c2->rect .x + c2->rect .w + colliding_offset;
@@ -486,7 +468,7 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
486468
487469 else if (c2->type == COLLIDER_SPIKES || c2->type == COLLIDER_ENEMY_SLIME || c2->type == COLLIDER_ENEMY_BAT)
488470 {
489- Velocity.x = 0 .0f ;
471+ // Velocity.x = 0.0f;
490472
491473 must_fall = false ;
492474 double_jump = false ;
@@ -522,13 +504,13 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
522504
523505 if (c1->rect .x + c1->rect .w >= c2->rect .x && c1->rect .x + c1->rect .w <= c2->rect .x + 4 )
524506 {
525- Velocity.x = 0 .0f ;
507+ // Velocity.x = 0.0f;
526508 c1->rect .x = c2->rect .x - c1->rect .w - colliding_offset;
527509 }
528510
529511 if (c1->rect .x >= c2->rect .x + c2->rect .w - 4 && c1->rect .x <= c2->rect .x + c2->rect .w )
530512 {
531- Velocity.x = 0 .0f ;
513+ // Velocity.x = 0.0f;
532514 c1->rect .x = c2->rect .x + c2->rect .w + colliding_offset;
533515 }
534516
@@ -537,7 +519,7 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
537519
538520 if (entitystate != JUMPING)
539521 {
540- Velocity.y = 0 .0f ;
522+ // Velocity.y = 0.0f;
541523 entitystate = IDLE;
542524
543525 }
@@ -556,7 +538,7 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
556538
557539 if (entitystate != JUMPING)
558540 {
559- Velocity.y = 0 .0f ;
541+ // Velocity.y = 0.0f;
560542 entitystate = IDLE;
561543 colliding_floor = true ;
562544 }
@@ -576,7 +558,7 @@ void j1Player::OnCollision(Collider * c1, Collider * c2)
576558 if (c1->rect .y <= c2->rect .y + c2->rect .h && c1->rect .y >= c2->rect .y + c2->rect .h - 6 )
577559 {
578560 c1->rect .y = c2->rect .y + c2->rect .h + colliding_offset;
579- Velocity.y = 0 .0f ;
561+ // Velocity.y = 0.0f;
580562 entitystate = FALLING;
581563 double_jump = false ;
582564 must_fall = true ;
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