forked from StrafesNET/strafe-client
bunch of stuff
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3b689e58b3
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2d8f677501
@ -60,25 +60,24 @@ impl MouseInterpolator{
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/// may or may not mutate internal state XD!
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fn map_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->Option<PhysicsInputInstruction>{
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match &ins.instruction{
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Instruction::Input(input_instruction)=>match self.timer.is_paused(){
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true=>None,
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false=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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if !self.timer.is_paused(){
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self.push_mouse_instruction(physics,ins,m);
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None
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},
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::Spawn(mode_id,stage_id)=>Some(PhysicsInputInstruction::Spawn(mode_id,stage_id)),
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InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart),
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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}
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None
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},
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::Spawn(mode_id,stage_id)=>Some(PhysicsInputInstruction::Spawn(mode_id,stage_id)),
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InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart),
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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},
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//do these really need to idle the physics?
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//sending None dumps the instruction queue
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