Smooth axeleration

This commit is contained in:
Tobias Dahl
2014-03-13 19:34:28 +01:00
parent 47f7759566
commit 7398cf09dd
+3 -3
View File
@@ -77,11 +77,11 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
float TurnSpeed = 2.0f;
float TurnSpeed = 1.0f;
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z);
if(Euler.z < 10.f)
{
@@ -97,7 +97,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
transform->Position += Ship_Right * (float)dt * (m_PlayerSpeed - Euler.z);
if(Euler.z > -10.f)
{