6 #include <gtc/type_ptr.hpp>
7 #include <gtc/matrix_transform.hpp>
14 #define MAX_ROTATE_ANGLE 300
16 #define ROTATE_AMOUNT (360 - MAX_ROTATE_ANGLE) * 0.1f
57 void input(SDL_Event &incomingEvent);
void updateRotation(float dt)
Definition: Player.cpp:167
bool left
Definition: Player.h:26
bool rotateDown
Definition: Player.h:26
Model * model
Definition: Entity.h:20
void input(SDL_Event &incomingEvent)
Definition: Player.cpp:53
Creates a Model from an object and a shader.
Definition: Model.h:14
float worldSpeed
Definition: Player.h:30
bool rotateUp
Definition: Player.h:26
void resetCommands()
Definition: Player.cpp:228
float minAngle
Definition: Player.h:28
Player(Model *model, float scaleValue)
Definition: Player.cpp:6
bool up
Definition: Player.h:26
void updateRotationCheck(float dt, float direction)
Definition: Player.cpp:187
Creates an Entity containing a Model.
Definition: Entity.h:16
void updateMovement(float dt)
Definition: Player.cpp:117
float getWorldSpeed()
Definition: Player.cpp:219
float scaleValue
Definition: Entity.h:26
bool right
Definition: Player.h:26
~Player()
Definition: Player.cpp:23
bool down
Definition: Player.h:26
Creates a Player object that inherits Entity.
Definition: Player.h:22
void update(float dt)
Definition: Player.cpp:32