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- // Chcemy, by ta funkcja wywolala sie ponownie za 17ms.
- glutTimerFunc(17, OnTimer, 0);
- if (keystate['w']) {
- player.velM = player.speed;
- player.pos.x += player.dir.x * player.velM * .1f;
- player.pos.y += player.dir.y * player.velM * .1f;
- player.pos.z += player.dir.z * player.velM * .1f;
- }
- if (keystate['s']) {
- player.velM = player.speed;
- player.pos.x -= player.dir.x * player.velM * .1f;
- player.pos.y -= player.dir.y * player.velM * .1f;
- player.pos.z -= player.dir.z * player.velM * .1f;
- }
- if (keystate['d']) {
- player.velS = player.speed;
- player.pos.x += -(player.dir.z) * player.velS * .1f;
- player.pos.z += (player.dir.x) * player.velS * .1f;
- }
- if (keystate['a']) {
- player.velS = player.speed;
- player.pos.x -= -(player.dir.z) * player.velS * .1f;
- player.pos.z -= (player.dir.x) * player.velS * .1f;
- }
- // Obrot kamery
- float phi = atan2(player.dir.z, player.dir.x);
- if (keystate['q']) {
- player.velM = player.speed;
- phi -= 1.0f * player.velM * 0.075f;
- }
- if (keystate['e']) {
- player.velM = player.speed;
- phi += 1.0f * player.velM * 0.075f;
- }
- player.dir.x = cos(phi);
- player.dir.z = sin(phi);
- //
- player.velM /= 1.2;
- player.velS /= 1.2;
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