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Joystick sensitivity for player movement (#11262)
This commit deprecates the forward, backward, left, and right binary inputs currently used for player movement in the PlayerControl struct. In their place, it adds the movement_speed and movement_direction values, which represents the player movement is a polar coordinate system. movement_speed is a scalar from 0.0 to 1.0. movement_direction is an angle from 0 to +-Pi: FWD 0 _ LFT / \ RGT -Pi/2 | | +Pi/2 \_/ +-Pi BCK Boolean movement bits will still be set for server telegrams and Lua script invocations to provide full backward compatibility. When generating these values from an analog input, a direction is considered active when it is 22.5 degrees away from either orthogonal axis. Co-authored-by: Markus Koch <markus@notsyncing.net> Co-authored-by: sfan5 <sfan5@live.de>
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10 changed files with 137 additions and 98 deletions
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@ -510,10 +510,6 @@ void Server::process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
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playersao->setWantedRange(wanted_range);
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player->keyPressed = keyPressed;
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player->control.up = (keyPressed & (0x1 << 0));
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player->control.down = (keyPressed & (0x1 << 1));
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player->control.left = (keyPressed & (0x1 << 2));
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player->control.right = (keyPressed & (0x1 << 3));
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player->control.jump = (keyPressed & (0x1 << 4));
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player->control.aux1 = (keyPressed & (0x1 << 5));
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player->control.sneak = (keyPressed & (0x1 << 6));
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