Compiles but works erratically
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8994f1e296
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24
main.cpp
24
main.cpp
@ -50,10 +50,9 @@ int main(int argc, char *argv[])
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//scanf("%i", &levelSwitcher.currentLevel);
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}
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float leftRightVel;
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irr::core::vector2df movementVec;
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float angularVel;
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float rotVel;
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irr::core::vector2df movementVec;
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pb.device = createDevice(irr::video::EDT_OPENGL, irr::core::dimension2d<irr::u32>(pb.screenWidth, pb.screenHeight), 16, false, true, false, &pb.er);
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pb.driver = pb.device -> getVideoDriver();
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@ -142,22 +141,22 @@ int main(int argc, char *argv[])
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if(pb.er.isKeyDown(irr::KEY_KEY_W))
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{
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movementVec.Y += angularVel;
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movementVec.X -= angularVel;
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}
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if(pb.er.isKeyDown(irr::KEY_KEY_S))
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{
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movementVec.Y -= angularVel;
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movementVec.X += angularVel;
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}
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if(pb.er.isKeyDown(irr::KEY_KEY_A))
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{
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movementVec.X -= angularVel;
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movementVec.Y += angularVel;
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}
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if(pb.er.isKeyDown(irr::KEY_KEY_D))
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{
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movementVec.X += angularVel;
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movementVec.Y -= angularVel;
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}
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@ -235,19 +234,20 @@ int main(int argc, char *argv[])
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if(pb.er.isKeyDown(irr::KEY_KEY_W) || pb.er.isKeyDown(irr::KEY_KEY_S) || pb.er.isKeyDown(irr::KEY_KEY_D) || pb.er.isKeyDown(irr::KEY_KEY_A))
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{
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// rotating movementVec vector by playerRot.Y degrees
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movementAngle.X = movementAngle.X * cos(irr::core::degToRad(playerRot.Y)) - movementAngle.Y * sin(irr::core::degToRad(playerRot.Y));
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movementAngle.Y = movementAngle.X * sin(irr::core::degToRad(playerRot.Y)) + movementAngle.Y * cos(irr::core::degToRad(playerRot.Y));
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movementVec.X = movementVec.X * cos(irr::core::degToRad(playerRot.Y)) - movementVec.Y * sin(irr::core::degToRad(playerRot.Y));
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movementVec.Y = movementVec.X * sin(irr::core::degToRad(playerRot.Y)) + movementVec.Y * cos(irr::core::degToRad(playerRot.Y));
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//pb.player -> setPosition(irr::core::vector3df(playerPos.X - cos(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel, playerPos.Y, playerPos.Z + sin(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel));
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//pb.camera -> setTarget(irr::core::vector3df(playerPos.X - cos(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel, playerPos.Y + pb.verticalCamRot, playerPos.Z + sin(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel));
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pb.player -> setPosition(irr::core::vector3df(playerPos.X - movementAngle.X * angularVel, playerPos.Y, playerPos.Z + movementAngle.Y * angularVel));
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pb.camera -> setTarget(irr::core::vector3df(playerPos.X - movementAngle.X * angularVel, playerPos.Y + pb.verticalCamRot, playerPos.Z + movementAngle.Y * angularVel));
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pb.player -> setPosition(irr::core::vector3df(playerPos.X - movementVec.X * angularVel, playerPos.Y, playerPos.Z + movementVec.Y * angularVel));
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pb.player -> updateAbsolutePosition();
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}
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pb.camera -> setTarget(irr::core::vector3df(playerPos.X - movementVec.X * angularVel, playerPos.Y + pb.verticalCamRot, playerPos.Z + movementVec.Y * angularVel));
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// Water on Level 7 //
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if(levelSwitcher.currentLevel == 7)
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{
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