#include "level.h"
-static const float movementSpeed = 0.5f;
+static const float movementSpeed = 1.5f;
static const float collisionRadius = 0.5f;
Scene* playerCharacter;
direction = clampMagnitude(direction, 1.0f);
Vector displacement = scaleVector(direction, delta * movementSpeed);
-{
-Vector displacement = scaleVector(direction, 0.006944f * movementSpeed * 1000.0f);
+//{
+//Vector displacement = scaleVector(direction, 0.006944f * movementSpeed * 1000.0f);
playerProjectedMovement->transform = playerCharacter->transform;
}
}
}
- translate(&playerProjectedMovement->transform, subtractVectors(position, initialPosition));
+ //translate(&playerProjectedMovement->transform, subtractVectors(position, initialPosition));
- //translate(&playerCharacter->transform, subtractVectors(position, initialPosition));
-}
+ translate(&playerCharacter->transform, subtractVectors(position, initialPosition));
+//}
- translate(&playerCharacter->transform, displacement);
+ //translate(&playerCharacter->transform, displacement);
}
static Vector worldMovementDirection(float x, float y) {