void World_RenderUpdate(TimeSpan delta) { //Has to be here or glitches camera.ChasePosition = player.PhysicsComponent.Position; camera.ChaseOrientation = new Matrix4(player.PhysicsComponent.Orientation); camera.Update(delta); hud.Velocity = player.PhysicsComponent.LinearVelocity.Length; hud.ThrustAvailable = (float)(powerCore.CurrentThrustCapacity / powerCore.ThrustCapacity); }
void World_RenderUpdate(TimeSpan delta) { //Has to be here or glitches if (!Game.Keyboard.IsKeyDown(Keys.U)) { camera.ChasePosition = player.PhysicsComponent.Body.Position; camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation(); } camera.Update(delta); }
void World_RenderUpdate(TimeSpan delta) { //Has to be here or glitches if (!Game.Keyboard.IsKeyDown(Keys.U)) { camera.ChasePosition = player.PhysicsComponent.Body.Position; camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation(); } camera.Update(delta); hud.Velocity = player.PhysicsComponent.Body.LinearVelocity.Length; hud.ThrustAvailable = (float)(powerCore.CurrentThrustCapacity / powerCore.ThrustCapacity); }
void World_PhysicsUpdate(TimeSpan delta) { control.EngineState = cruise ? EngineStates.Cruise : EngineStates.Standard; if (Thn == null || !Thn.Running) { ProcessInput(delta); } #if false pyw.PlotPoint(0, control.PlayerPitch); pyw.PlotPoint(1, control.PlayerYaw); pyw.PlotPoint(2, control.Roll); #endif //Has to be here or glitches camera.ChasePosition = player.PhysicsComponent.Body.Position; camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation(); camera.Update(delta); }
void World_PhysicsUpdate(double delta) { if (Thn == null || !Thn.Running) { ProcessInput(delta); } //Has to be here or glitches camera.ChasePosition = player.PhysicsComponent.Body.Position; camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation(); camera.Update(delta); if ((Thn == null || !Thn.Running)) //HACK: Cutscene also updates the listener so we don't do it if one is running { Game.Sound.UpdateListener(delta, camera.Position, camera.CameraForward, camera.CameraUp); } else { Thn.Update(paused ? 0 : delta); ((ThnCamera)Thn.CameraHandle).DefaultZ(); //using Thn Z here is just asking for trouble } }
void World_PhysicsUpdate(TimeSpan delta) { control.EngineState = cruise ? EngineStates.Cruise : EngineStates.Standard; if (Thn == null || !Thn.Running) { ProcessInput(delta); } #if false pyw.PlotPoint(0, control.PlayerPitch); pyw.PlotPoint(1, control.PlayerYaw); pyw.PlotPoint(2, control.Roll); #endif //Has to be here or glitches camera.ChasePosition = player.PhysicsComponent.Body.Position; camera.ChaseOrientation = player.PhysicsComponent.Body.Transform.ClearTranslation(); camera.Update(delta); if ((Thn == null || !Thn.Running)) //HACK: Cutscene also updates the listener so we don't do it if one is running { Game.Sound.UpdateListener(delta, camera.Position, camera.CameraForward, camera.CameraUp); } }