ive been looking at this code for quite a while now and i cant seem to understand where would the code for the speed of the object is. care to explain?
void movePlayer()
{
//rotate player with mouse
dbYRotateObject( 2,dbObjectAngleY(2) + dbMouseMoveX()/3.0f );
dbXRotateObject( 2,dbObjectAngleX(2) + dbMouseMoveY()/3.0f );
float oldx = dbObjectPositionX(2);
float oldy = dbObjectPositionY(2);
float oldz = dbObjectPositionZ(2);
//apply gravity, and user changes to movement
float angy = dbObjectAngleY(2);
vx = 0;
vz = 0;
//if player is jumping or falling then apply 'normal' gravity
//if not attempt to keep the player stuck to the floor
if ( vy == 0 && jumptimer == 0 ) vy = vy + 10*gravity;
else vy = vy + gravity;
if (dbKeyState(32) == 1 ) { vx = vx + dbCos(angy); vz = vz - dbSin(angy); }
if (dbKeyState(30) == 1 ) { vx = vx - dbCos(angy); vz = vz + dbSin(angy); }
if (dbKeyState(31) == 1 ) { vx = vx - dbSin(angy); vz = vz - dbCos(angy); }
if (dbKeyState(17) == 1 ) { vx = vx + dbSin(angy); vz = vz + dbCos(angy); }
//only jump if on ground, and a certain time after last jump
if ( ground == 1 )
{
if ( dbSpaceKey() == 1 && jumptimer == 0 )
{
vy = vy + 3.0f;
jumptimer = 20;
}
}
//this would be the player's final position without collision
float x = oldx + vx;
float y = oldy + vy;
float z = oldz + vz;
//first handle gravity - seperated from horizontal movement
//to achieve a more realistic effect
//Method: simple - cast a sphere vertically down, if it hits the level then
// position the object there (sticky collision) then move
// on to horizontal movement
// more complex - if we were to only use the simple method the player would be
// allowed to climb almost vertical slopes. Alternative is to
// get the normalY direction to work out how flat the gorund
// below the player is, 0-slope# is flatter, slope#-1 is steeper.
// if it's flat, use sticky collision, if it's steep slide the
// player down the slope. Changing slope# determines how steep the
// player can climb. NOTE: this also effects stairs.
int collide = SC_SphereCastGroup( 1, oldx,oldy,oldz, oldx,oldy+vy,oldz, radius,0 );
if ( collide > 0 )
{
//how flat is this ground
float ny = SC_GetCollisionNormalY();
if ( dbAbs(ny) > slope )
{
//FLAT, stick
oldy = SC_GetStaticCollisionY();
}
else
{
//STEEP, slide
x = x - oldx; z = z - oldz;
oldx = SC_GetCollisionSlideX();
oldy = SC_GetCollisionSlideY();
oldz = SC_GetCollisionSlideZ();
x = x + oldx; z = z + oldz;
}
//ny#<0 means the player has hit a ceiling rather than a floor
if ( ny > slope )
{
//only on ground if standing on flat ground
ground = 1;
vy = 0;
}
else
{
ground = 0;
//if player has hit a flat ceiling then stop vy# movement
if ( ny < -slope ) vy = gravity;
}
}
else
{
//nothing below player, not on ground, add vertical speed to player
oldy = oldy + vy;
ground = 0;
}
//jumptimer will decrease only when player is back on ground
//creates a pause between two successive jumps
if ( ground == 1 && jumptimer > 0 ) jumptimer--;
//handle horizontal movement as sliding
//player only collides with group 1 (level) objs and moves freely through others
collide = SC_SphereSlideGroup( 1, oldx,oldy,oldz, x,oldy,z, radius,0 );
if ( collide > 0 )
{
//if hit, reposition player, halt movement vector
x = SC_GetCollisionSlideX();
oldy = SC_GetCollisionSlideY();
z = SC_GetCollisionSlideZ();
vx = 0;
vz = 0;
//possible code for giving the player a jumping help up stairs...
//might be useful if slope# is set very high but stairs are still required
//dy = oldy - SC_GetStaticCollisionY()
//if ( dy < slope && dy > 0 && ground == 1 ) vy = 0.5;
}
//position the player
dbPositionObject( 2,x,oldy,z );
SC_UpdateObject( 2 );
}
the code is from starsky's collision example