Add mouse-based movement (#1037)
* Add mouse-based movement * Rename keybind to 'Follow Mouse'
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@@ -660,6 +660,7 @@ keybind.press.axis = Press an axis or key...
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keybind.screenshot.name = Map Screenshot
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keybind.screenshot.name = Map Screenshot
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keybind.move_x.name = Move x
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keybind.move_x.name = Move x
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keybind.move_y.name = Move y
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keybind.move_y.name = Move y
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keybind.mouse_move.name = Follow Mouse
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keybind.schematic_select.name = Select Region
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keybind.schematic_select.name = Select Region
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keybind.schematic_menu.name = Schematic Menu
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keybind.schematic_menu.name = Schematic Menu
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keybind.schematic_flip_x.name = Flip Schematic X
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keybind.schematic_flip_x.name = Flip Schematic X
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@@ -593,6 +593,11 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
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movement.x += xa * speed;
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movement.x += xa * speed;
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}
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}
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if(Core.input.keyDown(Binding.mouse_move)){
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movement.x += Mathf.clamp((Core.input.mouseX() - Core.graphics.getWidth() / 2) * 0.005f, -1, 1) * speed;
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movement.y += Mathf.clamp((Core.input.mouseY() - Core.graphics.getHeight() / 2) * 0.005f, -1, 1) * speed;
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}
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Vector2 vec = Core.input.mouseWorld(control.input.getMouseX(), control.input.getMouseY());
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Vector2 vec = Core.input.mouseWorld(control.input.getMouseX(), control.input.getMouseY());
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pointerX = vec.x;
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pointerX = vec.x;
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pointerY = vec.y;
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pointerY = vec.y;
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@@ -9,6 +9,7 @@ import io.anuke.arc.input.KeyCode;
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public enum Binding implements KeyBind{
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public enum Binding implements KeyBind{
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move_x(new Axis(KeyCode.A, KeyCode.D), "general"),
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move_x(new Axis(KeyCode.A, KeyCode.D), "general"),
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move_y(new Axis(KeyCode.S, KeyCode.W)),
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move_y(new Axis(KeyCode.S, KeyCode.W)),
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mouse_move(KeyCode.MOUSE_BACK),
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select(KeyCode.MOUSE_LEFT),
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select(KeyCode.MOUSE_LEFT),
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deselect(KeyCode.MOUSE_RIGHT),
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deselect(KeyCode.MOUSE_RIGHT),
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break_block(KeyCode.MOUSE_RIGHT),
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break_block(KeyCode.MOUSE_RIGHT),
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