Changed rotation control scheme, fixed "transparent" boxes

This commit is contained in:
Anuken
2017-12-07 21:54:28 -05:00
parent 956e35b677
commit cffb673bae
22 changed files with 319 additions and 397 deletions

View File

@@ -25,20 +25,15 @@ public class Input{
//player is dead
if(player.health <= 0) return;
if(Inputs.scrolled() && !GameState.is(State.menu) && !Vars.ui.onDialog()){
if(Inputs.scrolled() && Inputs.keyDown("zoom_hold") && !GameState.is(State.menu) && !Vars.ui.onDialog()){
Vars.renderer.scaleCamera(Inputs.scroll());
}
if(Inputs.keyUp("rotate"))
player.rotation ++;
if(Inputs.keyUp("rotate_back"))
player.rotation --;
if(player.rotation < 0)
player.rotation += 4;
if(Inputs.scrolled()){
player.rotation += Inputs.scroll();
}
player.rotation %= 4;
player.rotation = Mathf.mod(player.rotation, 4);
for(int i = 0; i < 9; i ++){
if(Inputs.keyUp(Keys.valueOf(""+(i+1))) && i < control.getWeapons().size){