From b02187d8ad4b1a65a6224fa085a61936d17dce1b Mon Sep 17 00:00:00 2001 From: john Date: Sun, 18 Oct 2026 12:13:15 -0400 Subject: [PATCH] wrefd --- Camera.h | 2 +- Engine.cpp | 16 ++++++++++------ 2 files changed, 11 insertions(+), 7 deletions(-) diff --git a/Camera.h b/Camera.h index c54d870..40b3e99 100644 --- a/Camera.h +++ b/Camera.h @@ -25,7 +25,7 @@ public: const float originalspeed = 0.08f; float speed = 0.08f; float sensitivity = 0.001f; - float FOV = 100.0f; + float FOV = 110.0f; float screenshake = 0.0f; Camera() {} diff --git a/Engine.cpp b/Engine.cpp index 1b3bc19..0ce858c 100644 --- a/Engine.cpp +++ b/Engine.cpp @@ -145,7 +145,7 @@ void Engine::Initiate() Character* testcharacter = new Character(); testcharacter->name = "character"; testcharacter->castshadow = true; - testcharacter->body->t.ScaleBy({ 0.5f, 1.8f, 0.5f }); + testcharacter->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f }); testcharacter->body->t.TranslateTo({ 0.0f, 10.0f, 0.0f }); testcharacter->body->SetRig(testrig); @@ -172,8 +172,8 @@ void Engine::Initiate() Character* npc = new Character(); npc->name = "npc"; npc->castshadow = true; - npc->body->t.ScaleBy({ 0.5f, 1.8f, 0.5f }); - npc->body->t.TranslateTo({ 3.0f, 0.9f, 3.0f }); + npc->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f }); + npc->body->t.TranslateTo({ 3.0f, 1.05f, 3.0f }); npc->body->SetRig(testrig); npc->body->SetAnimation(testanimation); npc->BindToRenderSystem(); @@ -197,7 +197,7 @@ void Engine::Initiate() Character* c = new Character(); c->name = "remote"; c->castshadow = true; - c->body->t.ScaleBy({ 0.5f, 1.8f, 0.5f }); + c->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f }); c->body->SetRig(testrig); c->body->SetAnimation(testanimation); c->BindToRenderSystem(); @@ -448,13 +448,15 @@ void Engine::Initiate() const float slideDuration = 0.8f; const float slideFalloffTime = 0.7f; const float slideDropY = 0.65f; // standing centre height (0.9) minus lying (0.25) - const float standEyeOffset = 0.7f; // eyes 0.7 above body centre (body centre 0.9, height 1.8) + const float standEyeOffset = 0.85f; // eyes 0.85 above body centre (body centre 1.05, height 2.1) const float slideEyeOffset = 0.25f; // lying down, eyes just above the floor float eyeOffset = standEyeOffset; bool sliding = false; float slideTime = 0.0f; const float slideCooldownTime = 1.0f; // seconds after a slide ends before the next float slideCooldown = 0.0f; + const float dashCooldownTime = 1.5f; // seconds between dashes + float dashCooldown = 0.0f; glm::vec3 slideDir(0.0f); // Shockwave (key Q): projectile that explodes on the first surface it touches. The blast @@ -721,7 +723,8 @@ void Engine::Initiate() std::cout << "PUNCH - player " << kv.first << "\n"; } } - if (buffer.GetCode() == GLFW_KEY_LEFT_SHIFT && buffer.IsPress() && !sliding) { + if (buffer.GetCode() == GLFW_KEY_LEFT_SHIFT && buffer.IsPress() && !sliding && dashCooldown <= 0.0f) { + dashCooldown = dashCooldownTime; glm::vec3 dashDir = glm::length(inputVel) > 0.0f ? glm::normalize(inputVel) : glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z)); @@ -798,6 +801,7 @@ void Engine::Initiate() // Movement + damping grappleCooldown = std::max(grappleCooldown - deltatime, 0.0f); slideCooldown = std::max(slideCooldown - deltatime, 0.0f); + dashCooldown = std::max(dashCooldown - deltatime, 0.0f); const float accel = 40.0f; const float damp = 0.75f; const float groundTopSpeed = movespeed * accel * refDt * damp / (1.0f - damp);