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3D:: wasd keys (by default) now work as usual, plus mouse for aiming

This commit is contained in:
? 2019-02-26 02:36:19 +01:00 committed by Zeno Rogue
parent 71f02d5dc2
commit 3188fb2e68

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@ -78,8 +78,8 @@ namespace multi {
}; };
vector<string> playercmds_shmup3 = { vector<string> playercmds_shmup3 = {
"move forward", "strafe right", "move backward", "strafe left",
"rotate up", "rotate down", "rotate left", "rotate right", "rotate up", "rotate down", "rotate left", "rotate right",
"move up", "move right", "move down", "move left",
"throw a knife", "face the pointer", "throw at the pointer", "throw a knife", "face the pointer", "throw at the pointer",
"drop Dead Orb", "center the map on me", "Orb power (target: mouse)", "drop Dead Orb", "center the map on me", "Orb power (target: mouse)",
"Orb power (target: facing)" "Orb power (target: facing)"
@ -1718,9 +1718,10 @@ void movePlayer(monster *m, int delta) {
} }
if(DIM == 3) { if(DIM == 3) {
playerstrafe[cpid] = mturn * SCALE * delta / 600; playergo[cpid] = -mdy * SCALE * delta / 600;
playerturn[cpid] = mdx * SCALE * delta / 200; playerstrafe[cpid] = mdx * SCALE * delta / 600;
playerturny[cpid] = mdy * SCALE * delta / 200; playerturn[cpid] = mgo * SCALE * delta / 200;
playerturny[cpid] = mturn * SCALE * delta / 200;
if(!lctrlclick) { if(!lctrlclick) {
playerturn[cpid] += mouseaim_x; playerturn[cpid] += mouseaim_x;