working camera
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		| @@ -11,14 +11,14 @@ static void ingame_tick(struct state *state) { | ||||
|     world_drawdef(scn->world); | ||||
|     player_calc(scn->player); | ||||
|  | ||||
|     static t_camera cam = { .pos = { 0 }, .target = { 0, 0, -1 }, .up = { 0, -1, 0 }, .fov = (float)M_PI_2 }; | ||||
|     static t_camera cam = { .pos = { 0, 0, 1 }, .target = { 0, 0, -1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 }; | ||||
|  | ||||
|     if (input_is_action_pressed(&ctx.input, "player_left")) | ||||
|         cam.pos.x -= 0.01f; | ||||
|     if (input_is_action_pressed(&ctx.input, "player_right")) | ||||
|         cam.pos.x += 0.01f; | ||||
|     if (input_is_action_pressed(&ctx.input, "player_jump")) | ||||
|         cam.pos.z -= 0.01f; | ||||
|         cam.pos.z += 0.01f; | ||||
|  | ||||
|     m_sprite(m_set(path,  "/assets/light.png"), | ||||
|              m_set(rect,  ((t_frect){ 48, 64, 64, 64 })), | ||||
|   | ||||
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