Game Development Reference
In-Depth Information
if(walkDirection.length() > 0){
if(inCover){
checkCover(spatial.getWorldTranslation().add(walkDirection.multLocal(0.2f).mult(0.1f)));
if(!hasLowCover && !hasHighCover){
walkDirection.set(Vector3f.ZERO);
}
}
17. We add the current walkDirection vector to the position of the player and
check for cover at that position. If there is none, the movement is not allowed and
we set walkDirection to 0 .
18. Now all that's needed is a new mapping for ToggleCover , which is added to
InputAppState :
inputManager.addMapping(InputMapping.ToggleCover.name(),
new KeyTrigger(KeyInput.KEY_V));
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