feat: simplification gravite, respawn
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@@ -397,6 +397,13 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the physics object.
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if (m_Physics)
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{
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delete m_Physics;
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m_Physics = 0;
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}
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// Release the frustum class object.
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if (m_Frustum)
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{
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@@ -723,10 +730,16 @@ bool ApplicationClass::Frame(InputClass* Input)
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for (auto object : m_object)
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{
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m_Physics->ApplyGravity(object, frameTime);
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if (XMVectorGetY(object->GetPosition()) < -10.0f)
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if (object != nullptr) // Vérifie que l'objet n'est pas nullptr
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{
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object->SetPosition(XMVectorSet(0.0f, 20.0f, 0.0f, 0.0f));
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m_Physics->ApplyGravity(object, frameTime);
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if (XMVectorGetY(object->GetPosition()) < -10.0f)
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{
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// Obtenez la position actuelle de l'objet
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XMVECTOR currentPosition = object->GetPosition();
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// Définissez la nouvelle position y tout en conservant les positions x et z actuelles
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object->SetPosition(XMVectorSetY(currentPosition, 20.0f));
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}
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}
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}
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