feat: changed tactics controls
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f82365b08b
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@ -54,18 +54,13 @@ void TunnelsPlayer::_process(double delta_time) { GDGAMEONLY();
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case State::ManualControl:
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// send the current wasd input to the character
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this->character->move(this->get_world_move_input().normalized());
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// fall through to shared functionality
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case State::Tactics:
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// send the current world cursor position the character
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this->character->aim(mouse_world_location);
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// move the camera along with the character
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this->set_global_position(this->character->get_global_position());
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break;
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case State::Tactics:
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// move camera along with the input
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this->set_global_position(this->get_global_position() + this->get_world_move_input().normalized() *
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delta_time * TunnelsPlayer::TACTICS_MOVEMENT_SPEED);
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break;
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case State::Overview:
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break;
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}
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}
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@ -142,8 +137,6 @@ void TunnelsPlayer::fire_pressed(Ref<InputEvent> event, float value) {
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if(value == 1.f)
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this->try_select_marker();
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break;
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case State::Overview:
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break;
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}
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}
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@ -166,6 +159,7 @@ void TunnelsPlayer::try_select_marker() {
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if(marker == nullptr)
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return;
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UtilityFunctions::print("Hit: ", marker->get_path());
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// select a character to send orders to
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CharacterActor *target_character{nullptr};
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for(CharacterActor *loop_character : Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->get_player_characters()) {
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if(loop_character != this->character) {
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@ -256,5 +250,4 @@ float const TunnelsPlayer::ROTATION_SPEED{0.5f};
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float const TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE{7.f};
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float const TunnelsPlayer::ROTATION_MARGIN{0.4f};
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float const TunnelsPlayer::ROTATION_MARGIN_TACTICS_MUL{0.6f};
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float const TunnelsPlayer::TACTICS_MOVEMENT_SPEED{10.f};
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}
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