static const float collisionRadius = 0.5f;
Scene* playerCharacter;
-Scene* playerProjectedMovement;
static Transform screenToWorldMovementTransform;
static Vector worldMovementUp;
static Vector worldMovementDown;
playerCharacter = newScene();
cameraAnchor = playerCharacter;
playerCharacter->solid = importSolid("assets/playercharacter.3ds");
-
- playerProjectedMovement = newScene();
}
void spawnPlayer(Transform transform) {
playerCharacter->transform = transform;
reparentScene(playerCharacter, currentScene);
- reparentScene(playerProjectedMovement, currentScene);
}
void updatePlayer(float delta) {
direction = clampMagnitude(direction, 1.0f);
Vector displacement = scaleVector(direction, delta * movementSpeed);
- playerProjectedMovement->transform = playerCharacter->transform;
-
Vector initialPosition = translationOf(playerCharacter->transform);
Vector position = initialPosition;
typedef enum Direction Direction;
extern Scene* playerCharacter;
-extern Scene* playerProjectedMovement;
void initPlayer();
void spawnPlayer(Transform transform);