Key movement accelaration problem solved
This commit is contained in:
parent
bd48d32080
commit
e644f05e23
@ -17,40 +17,20 @@ public class GLKeyboardListener implements KeyListener {
|
|||||||
|
|
||||||
switch (e.getKeyChar()) {
|
switch (e.getKeyChar()) {
|
||||||
case 'z':
|
case 'z':
|
||||||
if(Math.abs(canvas.camera[3]) < 90 || Math.abs(canvas.camera[3])>270 ){
|
canvas.camera[2] -= 0.1f*Math.cos(Math.toRadians(canvas.camera[3]));
|
||||||
canvas.camera[2] -= 0.1f;
|
canvas.camera[0] += 0.1f*Math.cos(Math.toRadians(90-canvas.camera[3]));
|
||||||
canvas.camera[0] += 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}else{
|
|
||||||
canvas.camera[2] += 0.1f;
|
|
||||||
canvas.camera[0] -= 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
case 's':
|
case 's':
|
||||||
if(Math.abs(canvas.camera[3]) < 90 || Math.abs(canvas.camera[3])>270 ){
|
canvas.camera[2] += 0.1f*Math.cos(Math.toRadians(canvas.camera[3]));
|
||||||
canvas.camera[2] += 0.1f;
|
canvas.camera[0] -= 0.1f*Math.cos(Math.toRadians(90-canvas.camera[3]));
|
||||||
canvas.camera[0] -= 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}else{
|
|
||||||
canvas.camera[2] -= 0.1f;
|
|
||||||
canvas.camera[0] += 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
case 'q':
|
case 'q':
|
||||||
if(Math.abs(canvas.camera[3]) < 90 || Math.abs(canvas.camera[3])>270 ){
|
canvas.camera[2] += 0.1f*Math.cos(Math.toRadians(canvas.camera[3]+90));
|
||||||
canvas.camera[0] -= 0.1f;
|
canvas.camera[0] += 0.1f*Math.cos(Math.toRadians(180-canvas.camera[3]));
|
||||||
canvas.camera[2] -= 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}else{
|
|
||||||
canvas.camera[0] += 0.1f;
|
|
||||||
canvas.camera[2] -= 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
case 'd':
|
case 'd':
|
||||||
if(Math.abs(canvas.camera[3]) < 180 || Math.abs(canvas.camera[3])>0 ){
|
canvas.camera[2] -= 0.1f*Math.cos(Math.toRadians(canvas.camera[3]+90));
|
||||||
canvas.camera[0] += 0.1f;
|
canvas.camera[0] -= 0.1f*Math.cos(Math.toRadians(180-canvas.camera[3]));
|
||||||
canvas.camera[2] += 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}else{
|
|
||||||
canvas.camera[0] -= 0.1f;
|
|
||||||
canvas.camera[2] += 0.1f*Math.tan(Math.toRadians(canvas.camera[3]));
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
case 'a':
|
case 'a':
|
||||||
canvas.camera[3] -= 1;
|
canvas.camera[3] -= 1;
|
||||||
|
Loading…
Reference in New Issue
Block a user