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107 // Crosshair angle change |
107 // Crosshair angle change |
108 float aim_delta = 0; |
108 float aim_delta = 0; |
109 |
109 |
110 // handle movement left/right by applying a horizontal force, but limit the player's speed |
110 // handle movement left/right by applying a horizontal force, but limit the player's speed |
111 // also update facing if needed |
111 // also update facing if needed |
112 if ((input & INPUT_MOVE_LEFT) && (velocity.x > -PLAYER_MAX_SPEED)) { |
112 if (!((input & INPUT_MOVE_LEFT) && (input & INPUT_MOVE_RIGHT))) { |
113 if(!(input & INPUT_MOVE_RIGHT)) |
113 if (input & INPUT_MOVE_LEFT) { |
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114 if (velocity.x > -PLAYER_MAX_SPEED) |
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115 move_force.x -= PLAYER_MOVE_FORCE; |
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116 |
114 setFacing(false); |
117 setFacing(false); |
115 move_force.x -= PLAYER_MOVE_FORCE; |
118 } |
116 } |
119 |
117 |
120 if (input & INPUT_MOVE_RIGHT) { |
118 if ((input & INPUT_MOVE_RIGHT) && (velocity.x < PLAYER_MAX_SPEED)) { |
121 if (velocity.x < PLAYER_MAX_SPEED) |
119 if(!(input & INPUT_MOVE_LEFT)) |
122 move_force.x += PLAYER_MOVE_FORCE; |
120 setFacing(true); |
123 |
121 move_force.x += PLAYER_MOVE_FORCE; |
124 setFacing(true); |
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125 } |
122 } |
126 } |
123 |
127 |
124 // handle aim by creating a aim angle delta |
128 // handle aim by creating a aim angle delta |
125 if (input & INPUT_AIM_UP) |
129 if (input & INPUT_AIM_UP) |
126 aim_delta += CROSSHAIR_ANGLE_SPEED; |
130 aim_delta += CROSSHAIR_ANGLE_SPEED; |