some bullshit to reduce line count
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48
src/body.rs
48
src/body.rs
@ -976,64 +976,50 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.walk.state=WalkEnum::Reached;
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},
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PhysicsInstruction::Input(input_instruction) => {
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let mut refresh_walk_target=false;
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let mut refresh_walk_target=true;
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let mut refresh_walk_target_velocity=true;
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match input_instruction{
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InputInstruction::MoveMouse(m) => {
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self.camera.angles=self.camera.simulate_move_angles(self.mouse_interpolation.mouse1-self.mouse_interpolation.mouse0);
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self.mouse_interpolation.move_mouse(self.time,m);
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refresh_walk_target=true;
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},
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InputInstruction::MoveForward(s) => {
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self.set_control(CONTROL_MOVEFORWARD,s);
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refresh_walk_target=true;
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},
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InputInstruction::MoveLeft(s) => {
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self.set_control(CONTROL_MOVELEFT,s);
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refresh_walk_target=true;
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},
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InputInstruction::MoveBack(s) => {
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self.set_control(CONTROL_MOVEBACK,s);
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refresh_walk_target=true;
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},
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InputInstruction::MoveRight(s) => {
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self.set_control(CONTROL_MOVERIGHT,s);
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refresh_walk_target=true;
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},
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InputInstruction::MoveUp(s) => {
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self.set_control(CONTROL_MOVEUP,s);
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refresh_walk_target=true;
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},
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InputInstruction::MoveDown(s) => {
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self.set_control(CONTROL_MOVEDOWN,s);
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refresh_walk_target=true;
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},
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InputInstruction::MoveForward(s) => self.set_control(CONTROL_MOVEFORWARD,s),
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InputInstruction::MoveLeft(s) => self.set_control(CONTROL_MOVELEFT,s),
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InputInstruction::MoveBack(s) => self.set_control(CONTROL_MOVEBACK,s),
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InputInstruction::MoveRight(s) => self.set_control(CONTROL_MOVERIGHT,s),
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InputInstruction::MoveUp(s) => self.set_control(CONTROL_MOVEUP,s),
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InputInstruction::MoveDown(s) => self.set_control(CONTROL_MOVEDOWN,s),
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InputInstruction::Jump(s) => {
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self.set_control(CONTROL_JUMP,s);
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refresh_walk_target=true;
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if self.grounded{
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self.jump();
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}
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refresh_walk_target_velocity=false;
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},
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InputInstruction::Zoom(s) => {
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self.set_control(CONTROL_ZOOM,s);
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refresh_walk_target=false;
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},
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InputInstruction::Reset => {
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//temp
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self.body.position=self.spawn_point;
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self.body.velocity=glam::Vec3::ZERO;
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//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
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self.contacts.clear();
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self.body.acceleration=self.gravity;
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self.walk.state=WalkEnum::Reached;
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self.grounded=false;
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refresh_walk_target=false;
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},
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InputInstruction::Idle => (),//literally idle!
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InputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
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}
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//calculate control dir
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if refresh_walk_target{
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//calculate walk target velocity
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if refresh_walk_target_velocity{
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*get_control_dir(self.controls);
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//calculate walk target velocity
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if refresh_walk_target{
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self.walk.target_velocity=self.walkspeed*control_dir;
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}
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self.refresh_walk_target();
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}
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},
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10
src/main.rs
10
src/main.rs
@ -854,14 +854,8 @@ impl framework::Example for GraphicsData {
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};
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match virtual_keycode{
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Some(winit::event::VirtualKeyCode::Tab)=>{
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if s{
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if let Ok(())=window.set_cursor_grab(winit::window::CursorGrabMode::None){
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window.set_cursor_visible(true);
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}
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}else{
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if let Ok(())=window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
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window.set_cursor_visible(false);
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}
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if let Ok(())=window.set_cursor_grab(if s{winit::window::CursorGrabMode::None}else{winit::window::CursorGrabMode::Locked}){
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window.set_cursor_visible(s);
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}
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},
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_=>(),
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