moved harcoded constant to config file
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@2791 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -5,9 +5,9 @@
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(model "plunger.ac")
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(icon "plunger-icon.rgb")
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(speed 35.0)
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(min-height 0.2) ; height above terrain below which a spark is
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(min-height 0.2) ; height above terrain below which a plunger is
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; started to be pulled up
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(max-height 1.0) ; height above terrain at which a spark is
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(max-height 1.0) ; height above terrain at which a plunger is
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; started to be pulled back to ground
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(force-updown 1.0) ; force pushing the spark down
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; when it's too high above ground
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@ -127,19 +127,14 @@ void Plunger::update(float dt)
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Flyable::update(dt);
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if(!m_reverse_mode) m_rubber_band->update(dt);
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// FIXME - don't hardcode, put in config file
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const float max_height = 1.0;
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const float min_height = 0.2;
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const float average_height = (m_max_height + m_min_height)/2;
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if(getHoT()==Track::NOHIT) return;
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float hat = getTrans().getOrigin().getZ()-getHoT();
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// Use the Height Above Terrain to set the Z velocity.
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// HAT is clamped by min/max height. This might be somewhat
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// unphysical, but feels right in the game.
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hat = std::max(std::min(hat, max_height) , min_height);
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float delta = average_height - hat;
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hat = std::max(std::min(hat, m_max_height) , m_min_height);
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float delta = m_average_height - hat;
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btVector3 v=getVelocity();
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v.setZ( /* up-down force */ 10*delta); // FIXME - don't hardcode, move to config file
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setVelocity(v);
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