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Commit b6fd07af authored by Sapln's avatar Sapln
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La gravité marche complètement.

reste à empecher que les blocs bloquent le déplacement parfois
parent fbeb05c6
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......@@ -13,7 +13,6 @@ namespace ZZZZZZ.Objects.Character
public float Speed { get; set; }
private Vector2 PrevPos { get; set; }
public bool IsGrounded {get; set;}
public bool OnContact { get; set; }
public (bool X, bool Y) Flip
{
get => (Sprite.FlipX, Sprite.FlipY);
......@@ -102,10 +101,7 @@ namespace ZZZZZZ.Objects.Character
(vect.X, vect.Y) = (vect.Y, -vect.X);
}
Body.SetLinearVelocity((vect + GameManager.Current.Scene.PhysicsWorld2D.Gravity) * Speed);
if (OnContact)
{
this.IsGroundedQ();
}
PrevPos = new Vector2( Body.Node.Position.X, Body.Node.Position.Y);
}
......
......@@ -52,9 +52,6 @@ namespace ZZZZZZ.Physics
}
if (perso != null)
{
perso.OnContact = true;
perso.IsGroundedQ();
Console.WriteLine("au sol" + perso.IsGrounded);
}
......@@ -62,6 +59,7 @@ namespace ZZZZZZ.Physics
}
private void PhysicsWorld2D_PhysicsEndContact2D(PhysicsEndContact2DEventArgs obj)
{
/*
LocalCharacter perso = null;
if (obj.BodyA == (GameManager.Current.LocalPlayerManager.Character as LocalCharacter).Body)
......@@ -70,9 +68,8 @@ namespace ZZZZZZ.Physics
perso = GameManager.Current.LocalPlayerManager.Character as LocalCharacter;
if (perso != null)
{
perso.OnContact = false;
Console.WriteLine("en l'air"+ perso.IsGrounded);
}
*/
}
......
......@@ -39,7 +39,6 @@ namespace ZZZZZZ.Player
if ((Character as LocalCharacter).IsGrounded)
{
GameManager.Current.Scene.Gravity = Input.Gravity;
(Character as LocalCharacter).OnContact = false;
}
......
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