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-rw-r--r--src/shooterScreen.c41
1 files changed, 1 insertions, 40 deletions
diff --git a/src/shooterScreen.c b/src/shooterScreen.c
index 91e3b11..8df219b 100644
--- a/src/shooterScreen.c
+++ b/src/shooterScreen.c
@@ -119,12 +119,6 @@ void updateShooterScreenControls(ShooterScreen* shooterScreen, Game* game)
player->velocity.x += -sin(player->cameraAngle.x + (PI / 2.0));
}
- // Jump
- if (IsKeyPressed(KEY_SPACE))
- {
- player->jumpStage = 1;
- }
-
// Shoot
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
@@ -134,38 +128,6 @@ void updateShooterScreenControls(ShooterScreen* shooterScreen, Game* game)
player->velocity = Vector3Scale(player->velocity, PLAYER_SPEED);
}
-void updateShooterScreenJump(ShooterScreen* shooterScreen, Game* game)
-{
- ShooterPlayer* player = &shooterScreen->player;
-
- switch (player->jumpStage)
- {
- case 0: // No Jumpy
- break;
- case 1: // Jump up
- player->velocity.y = PLAYER_JUMP_SPEED * pow(((PLAYER_JUMP_HEIGHT + PLAYER_HEIGHT) - player->position.y), 2.0);
-
- if ((int)player->velocity.y == 0)
- {
- player->jumpStage = 2;
- }
-
- break;
- case 2: // Fall
- player->velocity.y = -PLAYER_FALL_SPEED;
-
- if (player->position.y <= PLAYER_HEIGHT)
- {
- player->jumpStage = 0;
- player->position.y = PLAYER_HEIGHT;
- }
-
- break;
- default:
- break;
- }
-}
-
void updateShooterScreenPenguins(ShooterScreen* shooterScreen, Game* game)
{
double currentTime = GetTime();
@@ -182,7 +144,7 @@ void updateShooterScreenPenguins(ShooterScreen* shooterScreen, Game* game)
}
// Change velocity.
- if ((int)(penguins[i].changeSpeedDelay) == 0) // Goes at you.
+ if (FloatEquals(penguins[i].changeSpeedDelay, 0.0)) // Goes at you.
{
penguins[i].velocity = Vector3Subtract(shooterScreen->player.position, penguins[i].position);
penguins[i].velocity = Vector3Scale(Vector3Normalize(penguins[i].velocity), SHOOTER_PENGUIN_SPEED);
@@ -284,7 +246,6 @@ void updateShooterScreen(ShooterScreen* shooterScreen, Game* game)
ClearBackground(PINK);
updateShooterScreenControls(shooterScreen, game);
- updateShooterScreenJump(shooterScreen, game);
// Apply velocity.
player->position = Vector3Add(