feat: changed tactics controls
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				|  | @ -54,18 +54,13 @@ void TunnelsPlayer::_process(double delta_time) { GDGAMEONLY(); | ||||||
|     case State::ManualControl: |     case State::ManualControl: | ||||||
|         // send the current wasd input to the character
 |         // send the current wasd input to the character
 | ||||||
|         this->character->move(this->get_world_move_input().normalized()); |         this->character->move(this->get_world_move_input().normalized()); | ||||||
|  |         // fall through to shared functionality
 | ||||||
|  |     case State::Tactics: | ||||||
|         // send the current world cursor position the character
 |         // send the current world cursor position the character
 | ||||||
|         this->character->aim(mouse_world_location); |         this->character->aim(mouse_world_location); | ||||||
|         // move the camera along with the character
 |         // move the camera along with the character
 | ||||||
|         this->set_global_position(this->character->get_global_position()); |         this->set_global_position(this->character->get_global_position()); | ||||||
|         break; |         break; | ||||||
|     case State::Tactics: |  | ||||||
|         // move camera along with the input
 |  | ||||||
|         this->set_global_position(this->get_global_position() + this->get_world_move_input().normalized() * |  | ||||||
|                                   delta_time * TunnelsPlayer::TACTICS_MOVEMENT_SPEED); |  | ||||||
|         break; |  | ||||||
|     case State::Overview: |  | ||||||
|         break; |  | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | @ -142,8 +137,6 @@ void TunnelsPlayer::fire_pressed(Ref<InputEvent> event, float value) { | ||||||
|         if(value == 1.f) |         if(value == 1.f) | ||||||
|             this->try_select_marker(); |             this->try_select_marker(); | ||||||
|         break; |         break; | ||||||
|     case State::Overview: |  | ||||||
|         break; |  | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | @ -166,6 +159,7 @@ void TunnelsPlayer::try_select_marker() { | ||||||
|     if(marker == nullptr) |     if(marker == nullptr) | ||||||
|         return; |         return; | ||||||
|     UtilityFunctions::print("Hit: ", marker->get_path()); |     UtilityFunctions::print("Hit: ", marker->get_path()); | ||||||
|  |     // select a character to send orders to
 | ||||||
|     CharacterActor *target_character{nullptr}; |     CharacterActor *target_character{nullptr}; | ||||||
|     for(CharacterActor *loop_character : Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->get_player_characters()) { |     for(CharacterActor *loop_character : Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->get_player_characters()) { | ||||||
|         if(loop_character != this->character) { |         if(loop_character != this->character) { | ||||||
|  | @ -256,5 +250,4 @@ float const TunnelsPlayer::ROTATION_SPEED{0.5f}; | ||||||
| float const TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE{7.f}; | float const TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE{7.f}; | ||||||
| float const TunnelsPlayer::ROTATION_MARGIN{0.4f}; | float const TunnelsPlayer::ROTATION_MARGIN{0.4f}; | ||||||
| float const TunnelsPlayer::ROTATION_MARGIN_TACTICS_MUL{0.6f}; | float const TunnelsPlayer::ROTATION_MARGIN_TACTICS_MUL{0.6f}; | ||||||
| float const TunnelsPlayer::TACTICS_MOVEMENT_SPEED{10.f}; |  | ||||||
| } | } | ||||||
|  |  | ||||||
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