Implemented TurnLeft function
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0a9b522e15
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3520062577
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@ -33,6 +33,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 100;
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->rotationUp = 0;
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}
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Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
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@ -53,6 +55,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 20;
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->rotationUp = 0;
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}
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Player::~Player(void)
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@ -229,8 +233,8 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D:
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}
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void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
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{
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//TODO: Conver delta radians to something that phyhsics use...
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//this->rigidBody->;
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this->rotationUp += deltaRadians;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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}
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void Player::Jump()
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@ -96,6 +96,8 @@ namespace GameLogic
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Oyster::Math::Float moveSpeed;
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Oyster::Math::Float3 previousMoveSpeed;
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Oyster::Math::Float rotationUp;
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bool hasTakenDamage;
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float invincibleCooldown;
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