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@ -282,6 +282,9 @@ impl Default for CameraSensitivity {
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///
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/// There are many strategies for how to handle all the input that happened since the last fixed timestep.
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/// This is a very simple one: we just use the last available input.
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/// That strategy works fine for us since the user continuously presses the input keys in this example.
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/// If we had some kind of instantaneous action like jumping, we would need to remember that that input
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/// was pressed at some point since the last fixed timestep.
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fn accumulate_input(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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player: Single<(&mut AccumulatedInput, &mut Velocity)>,
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@ -291,6 +294,8 @@ fn accumulate_input(
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/// Note that about 1.5 is the average walking speed of a human.
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const SPEED: f32 = 4.0;
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let (mut input, mut velocity) = player.into_inner();
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// Reset the input to zero before reading the new input. As mentioned above, we can only do this
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// because this is continuously pressed by the user. Do not reset e.g. whether the user wants to jump here.
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input.0 = Vec2::ZERO;
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if keyboard_input.pressed(KeyCode::KeyW) {
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input.y += 1.0;
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