forgot comments
This commit is contained in:
parent
1c34ba9058
commit
e5a5fb86dc
@ -44,13 +44,16 @@ impl InGameScreen {
|
||||
normalized_movement_direction.normalize();
|
||||
|
||||
let tau: f32 = PI as f32 * 2.0;
|
||||
// get angles as floats
|
||||
let mut player_angle: f32 = Vector2::zero().angle_to(game_core.player.direction);
|
||||
let mut desired_angle: f32 = Vector2::zero().angle_to(normalized_movement_direction);
|
||||
|
||||
// make angle positive
|
||||
if desired_angle < 0.0 {
|
||||
desired_angle += tau;
|
||||
}
|
||||
|
||||
// turn towards mouse at turn speed
|
||||
if player_angle % tau > desired_angle {
|
||||
if (player_angle % tau) - desired_angle > PI as f32 {
|
||||
player_angle += TURN_SPEED;
|
||||
@ -65,6 +68,7 @@ impl InGameScreen {
|
||||
}
|
||||
}
|
||||
|
||||
// snap to mouse if close enough
|
||||
if f32::abs(player_angle - desired_angle) < (TURN_SPEED * 1.1) {
|
||||
player_angle = desired_angle;
|
||||
}
|
||||
@ -75,7 +79,7 @@ impl InGameScreen {
|
||||
player_angle += tau;
|
||||
}
|
||||
|
||||
|
||||
// set angle
|
||||
game_core.player.direction = Vector2::new(f32::cos(player_angle), f32::sin(player_angle));
|
||||
|
||||
// In the case the player is in "null", just jump the camera to them
|
||||
|
Reference in New Issue
Block a user