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Move protagonist instead of camera

This commit is contained in:
Meoweg 2015-11-10 20:57:53 +00:00
parent 475ff17c95
commit 9e5d67aeef

View file

@ -124,28 +124,35 @@ void iterate()
{
if (keys[(unsigned char)'W'])
{
camera.position.x -= 0.1 * sin(glm::radians(camera.angles.y));
camera.position.z -= 0.1 * cos(glm::radians(camera.angles.y));
protagonist1->position.x -= 0.1 * sin(glm::radians(protagonist1->angles.y));
protagonist1->position.z -= 0.1 * cos(glm::radians(protagonist1->angles.y));
}
if (keys[(unsigned char)'S'])
{
camera.position.x += 0.1 * sin(glm::radians(camera.angles.y));
camera.position.z += 0.1 * cos(glm::radians(camera.angles.y));
protagonist1->position.x += 0.1 * sin(glm::radians(protagonist1->angles.y));
protagonist1->position.z += 0.1 * cos(glm::radians(protagonist1->angles.y));
}
if (keys[(unsigned char)'D'])
{
camera.position.x += 0.1 * cos(glm::radians(camera.angles.y));
camera.position.z -= 0.1 * sin(glm::radians(camera.angles.y));
protagonist1->position.x += 0.1 * cos(glm::radians(protagonist1->angles.y));
protagonist1->position.z -= 0.1 * sin(glm::radians(protagonist1->angles.y));
}
if (keys[(unsigned char)'A'])
{
camera.position.x -= 0.1 * cos(glm::radians(camera.angles.y));
camera.position.z += 0.1 * sin(glm::radians(camera.angles.y));
protagonist1->position.x -= 0.1 * cos(glm::radians(protagonist1->angles.y));
protagonist1->position.z += 0.1 * sin(glm::radians(protagonist1->angles.y));
}
camera.position = protagonist1->position;
camera.position.y += 2.0;
camera.angles.y = protagonist1->angles.y;
camera.position.x += 2.0 * sin(glm::radians(protagonist1->angles.y));
camera.position.z += 2.0 * cos(glm::radians(protagonist1->angles.y));
suzanne1->angles.z = glfwGetTime() * 360 / 4;
teapot1->angles.x = glfwGetTime() * 360 / 6;
bunny1->angles.y = glfwGetTime() * 360 / 2;
@ -174,14 +181,14 @@ EM_BOOL on_em_mousemove(__attribute__((unused)) int event_type,
const EmscriptenMouseEvent *mouse_event,
__attribute__((unused)) void *user_data)
{
camera.angles.y -= mouse_event->movementX;
protagonist1->angles.y -= mouse_event->movementX;
camera.angles.x -= mouse_event->movementY;
if (camera.angles.y < 0)
camera.angles.y = 359;
if (protagonist1->angles.y < 0)
protagonist1->angles.y = 359;
else
if (camera.angles.y >= 360)
camera.angles.y = 0;
if (protagonist1->angles.y >= 360)
protagonist1->angles.y = 0;
if (camera.angles.x < -90)
camera.angles.x = -90;