--- a/src/Config.hh Thu Dec 04 16:58:05 2008 +0000
+++ b/src/Config.hh Thu Dec 04 17:07:07 2008 +0000
@@ -31,8 +31,8 @@
const float PLAYER_INITIAL_Y = 300.0;
const float CROSSHAIR_ANGLE_SPEED = PI/40;
-const float PLAYER_MAX_SPEED = 70;
-const float PLAYER_WALK_SPEED = 65;
+const float PLAYER_MAX_SPEED = 130;
+const float PLAYER_WALK_SPEED = 130;
const float PLAYER_COLLISION_ELASTICITY = 0.3; // TODO: This could be
// different for different
--- a/src/Physics.cc Thu Dec 04 16:58:05 2008 +0000
+++ b/src/Physics.cc Thu Dec 04 17:07:07 2008 +0000
@@ -110,17 +110,15 @@
// And we return where we got
return reached;
}
-Vector PhysicsObject::walk (TimeMS dt, bool right) {
+void PhysicsObject::walk (TimeMS dt, bool right) {
float velocity = PLAYER_WALK_SPEED;
float walkAmount = (velocity*dt)/1000;
Vector reached = this->position;
while(walkAmount > 0 && !this->inAir) {
- reached = walk_one_step((1 < walkAmount ? 1 : walkAmount), right);
+ this->position = walk_one_step((1 < walkAmount ? 1 : walkAmount), right);
walkAmount--;
- this->position = reached;
}
// TODO: Should the remaining walkAmount be handled somehow?
- return reached;
}
/**
@@ -206,7 +204,7 @@
// It walks only if there's some vertical force
if (total.x != 0) {
std::cout << "Succeeding to walk" << std::endl;
- this->position = walk(PHYSICS_TICK_MS, total.x > 0);
+ walk(PHYSICS_TICK_MS, total.x > 0);
this->velocity = Vector(0,0);
}
}
--- a/src/Physics.hh Thu Dec 04 16:58:05 2008 +0000
+++ b/src/Physics.hh Thu Dec 04 17:07:07 2008 +0000
@@ -201,7 +201,7 @@
* @param right Boolean describing the movement direction.
* @return New position
*/
- Vector walk(TimeMS, bool right);
+ void walk(TimeMS, bool right);
Vector walk_one_step(float, bool);
/*