revolutionary new feature where u can look up and down (woah!)
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@ -20,6 +20,7 @@ class Colin
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{
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{
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private var pos = Vector2()
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private var pos = Vector2()
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private var angle = 0.0f
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private var angle = 0.0f
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private var yangle = 0.0f
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private var cam: PerspectiveCamera
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private var cam: PerspectiveCamera
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private var nutted = false
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private var nutted = false
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@ -40,7 +41,8 @@ class Colin
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cam.position.set(Vector3(pos.x, 1.0f, pos.y))
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cam.position.set(Vector3(pos.x, 1.0f, pos.y))
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val forward = Vector3(0.0f, 0.0f, -1.0f)
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val forward = Vector3(0.0f, 0.0f, -1.0f)
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val up = Vector3(0.0f, 1.0f, 0.0f)
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val up = Vector3(0.0f, 1.0f, 0.0f)
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cam.direction.set(forward.rotateRad(up, angle))
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val right = Vector3(1.0f, 0.0f, 0.0f)
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cam.direction.set(forward.rotateRad(right, yangle).rotateRad(up, angle))
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cam.update()
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cam.update()
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}
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}
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@ -70,6 +72,11 @@ class Colin
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if (!stick.isZero)
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if (!stick.isZero)
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pos -= forward * stick.y * speed * deltaTime
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pos -= forward * stick.y * speed * deltaTime
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yangle = Controllers.getCurrent()?.let { pad ->
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val dst = pad.getAxis(pad.mapping.axisRightY).axisDeadzone(0.1f, 0.9f)
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MathUtils.lerp(yangle, dst, 16.0f * deltaTime)
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} ?: 0.0f
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if (Controllers.getCurrent()?.let { pad -> pad.getButton(pad.mapping.buttonA) } == true || Gdx.input.isKeyJustPressed(Input.Keys.N))
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if (Controllers.getCurrent()?.let { pad -> pad.getButton(pad.mapping.buttonA) } == true || Gdx.input.isKeyJustPressed(Input.Keys.N))
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{
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{
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if (!nutted)
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if (!nutted)
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