#include "world.hpp"
#include <iostream>
-#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/io.hpp>
, config(config)
, remove(0)
, selection(1)
-, front(false)
-, back(false)
-, left(false)
-, right(false)
-, up(false)
-, down(false) {
+, fwd(0)
+, rev(0) {
hud.Viewport(960, 600);
hud.Display(selection);
}
switch (event.keysym.sym) {
case SDLK_w:
- front = event.state == SDL_PRESSED;
+ rev.z = event.state == SDL_PRESSED;
break;
case SDLK_s:
- back = event.state == SDL_PRESSED;
+ fwd.z = event.state == SDL_PRESSED;
break;
case SDLK_a:
- left = event.state == SDL_PRESSED;
+ rev.x = event.state == SDL_PRESSED;
break;
case SDLK_d:
- right = event.state == SDL_PRESSED;
+ fwd.x = event.state == SDL_PRESSED;
break;
case SDLK_SPACE:
- up = event.state == SDL_PRESSED;
+ fwd.y = event.state == SDL_PRESSED;
break;
case SDLK_LSHIFT:
- down = event.state == SDL_PRESSED;
+ rev.y = event.state == SDL_PRESSED;
break;
case SDLK_q:
void Interface::Update(int dt) {
- glm::vec3 vel;
- if (right && !left) {
- vel.x = config.move_velocity;
- } else if (left && !right) {
- vel.x = -config.move_velocity;
- }
- if (up && !down) {
- vel.y = config.move_velocity;
- } else if (down && !up) {
- vel.y = -config.move_velocity;
- }
- if (back && !front) {
- vel.z = config.move_velocity;
- } else if (front && !back) {
- vel.z = -config.move_velocity;
- }
- ctrl.Velocity(vel);
+ ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
ctrl.Update(dt);
Ray aim = ctrl.Aim();
#include "shader.hpp"
#include <SDL.h>
+#include <glm/glm.hpp>
namespace blank {
Block remove;
Block selection;
- bool front, back, left, right, up, down;
+ glm::tvec3<int> fwd, rev;
};