func (sp *CameraController) Update() { t := sp.GameObject().Transform() if input.KeyDown('A') { t.Translatef(float32(-sp.Speed*engine.DeltaTime()), 0) } if input.KeyDown('D') { t.Translatef(float32(sp.Speed*engine.DeltaTime()), 0) } if input.KeyDown('S') { t.Translatef(0, float32(-sp.Speed*engine.DeltaTime())) } if input.KeyDown('W') { t.Translatef(0, float32(sp.Speed*engine.DeltaTime())) } if input.KeyDown('E') { engine.CurrentCamera().SetSize(engine.CurrentCamera().Size() + float32(engine.DeltaTime())) } if input.KeyDown('Q') { engine.CurrentCamera().SetSize(engine.CurrentCamera().Size() - float32(engine.DeltaTime())) } if input.KeyDown('Z') { a := t.Angle() t.SetWorldRotationf(a + float32(engine.DeltaTime())*10) } if input.KeyDown('X') { a := t.Angle() t.SetWorldRotationf(a - float32(engine.DeltaTime())*10) } }
func (this *PlayerController) FixedUpdate() { this.GameObject().Physics.Shape.Layer = chipmunk.Layer(this.Player.Map.Layer) t := this.JointGameObject.Transform() var move engine.Vector = this.Transform().WorldPosition() if input.KeyDown('W') { move.Y += 100 } if input.KeyDown('S') { move.Y += -100 } if input.KeyDown('A') { move.X += -100 } if input.KeyDown('D') { move.X += 100 } t.SetWorldPosition(move) }
func (sp *ShipController) Update() { delta := float32(engine.DeltaTime()) r2 := sp.Transform().DirectionTransform(engine.Up) r3 := sp.Transform().DirectionTransform(engine.Left) ph := sp.GameObject().Physics rx, ry := r2.X*delta, r2.Y*delta rsx, rsy := r3.X*delta, r3.Y*delta jet := false back := false if input.KeyDown('W') { ph.Body.AddForce(sp.Speed*rx, sp.Speed*ry) jet = true } if input.KeyDown('S') { ph.Body.AddForce(-sp.Speed*rx, -sp.Speed*ry) jet = true back = true } rotSpeed := sp.RotationSpeed if input.KeyDown(input.KeyLshift) { rotSpeed = 100 } if sp.UseMouse { v := engine.GetScene().SceneBase().Camera.MouseWorldPosition() v = v.Sub(sp.Transform().WorldPosition()) v.Normalize() angle := float32(math.Atan2(float64(v.Y), float64(v.X))) * engine.DegreeConst angle = engine.LerpAngle(sp.Transform().Rotation().Z, float32(int((angle - 90))), delta*rotSpeed/50) sp.Transform().SetRotationf(angle) ph.Body.SetAngularVelocity(0) ph.Body.SetTorque(0) if input.KeyDown('D') || input.KeyDown('E') { ph.Body.SetAngularVelocity(0) ph.Body.SetTorque(0) ph.Body.AddForce(-sp.Speed*rsx, -sp.Speed*rsy) jet = true back = true } if input.KeyDown('A') || input.KeyDown('Q') { ph.Body.SetAngularVelocity(0) ph.Body.SetTorque(0) ph.Body.AddForce(sp.Speed*rsx, sp.Speed*rsy) jet = true back = true } } else { r := sp.Transform().Rotation() if input.KeyDown('D') { ph.Body.SetAngularVelocity(0) ph.Body.SetTorque(0) sp.Transform().SetRotationf(r.Z - rotSpeed*delta) jet = true back = true } if input.KeyDown('A') { ph.Body.SetAngularVelocity(0) ph.Body.SetTorque(0) sp.Transform().SetRotationf(r.Z + rotSpeed*delta) jet = true back = true } if input.KeyDown('E') { ph.Body.SetAngularVelocity(0) ph.Body.SetTorque(0) ph.Body.AddForce(-sp.Speed*rsx, -sp.Speed*rsy) jet = true back = true } if input.KeyDown('Q') { ph.Body.SetAngularVelocity(0) ph.Body.SetTorque(0) ph.Body.AddForce(sp.Speed*rsx, sp.Speed*rsy) jet = true back = true } } if input.MouseDown(input.MouseLeft) { if time.Now().After(sp.lastShoot) { sp.Shoot() sp.lastShoot = time.Now().Add(time.Millisecond * 200) } } if input.KeyPress('P') { engine.EnablePhysics = !engine.EnablePhysics } if input.KeyPress('T') { sp.UseMouse = !sp.UseMouse } if jet { for _, resize := range sp.JetFirePool { if back { resize.SetValues(0.1, 0.1, 0.2, 0.0, 0.2, 0.3) } else { resize.SetValues(0.2, 0.2, 0.3, 0.0, 0.6, 0.8) } } if !sp.JetFireParent.IsActive() { sp.JetFireParent.SetActive(true) for _, resize := range sp.JetFirePool { resize.State = 0 if back { resize.SetValues(0.1, 0.1, 0.2, 0.0, 0.2, 0.3) } else { resize.SetValues(0.2, 0.2, 0.3, 0.0, 0.6, 0.8) } } } } else { sp.JetFireParent.SetActive(false) } }
func (sp *PlayerController) Update() { if input.KeyPress(glfw.KeyUp) { if sp.Floor != nil { sp.Physics.Body.AddForce(0, sp.JumpSpeed) } else { sp.Shoot() } } tState := 0 if input.KeyDown(glfw.KeyLeft) { sp.Physics.Body.AddVelocity(-sp.Speed, 0) if sp.state != 1 { sp.GameObject().Sprite.SetAnimation("walk") } s := sp.Transform().Rotation() s.Y = 180 sp.Transform().SetRotation(s) sp.state = 1 tState = 1 //sp.Physics.Shape.Friction = 0 } if input.KeyDown(glfw.KeyRight) { sp.Physics.Body.AddVelocity(sp.Speed, 0) if sp.state != 1 { sp.GameObject().Sprite.SetAnimation("walk") } s := sp.Transform().Rotation() s.Y = 0 sp.Transform().SetRotation(s) sp.state = 1 tState = 1 //sp.Physics.Shape.Friction = 0 } if input.KeyPress(glfw.KeySpace) { sp.Shoot() } if input.KeyPress('P') { engine.EnablePhysics = !engine.EnablePhysics } if tState != 1 { if sp.state != 0 { sp.GameObject().Sprite.SetAnimation("stand") } //sp.Physics.Shape.Friction = 0.5 sp.state = 0 } v := sp.Physics.Body.Velocity() if v.X > 200 { sp.Physics.Body.SetVelocity(200, float32(v.Y)) } else if v.X < -200 { sp.Physics.Body.SetVelocity(-200, float32(v.Y)) } for i := 0; i < len(sp.Fires); i++ { fire := sp.Fires[i] if fire.Transform().Rotation().Z <= -80 && fire.Physics.Body.Velocity().X >= -1 { fire.Destroy() sp.Fires = append(sp.Fires[:i], sp.Fires[i+1:]...) i-- } else if fire.Transform().Rotation().Z >= 80 && fire.Physics.Body.Velocity().X <= 1 { fire.Destroy() sp.Fires = append(sp.Fires[:i], sp.Fires[i+1:]...) i-- } } }