21 void init(
float worldWidth,
float worldHeight);
22 void update(
float dt,
float worldWidth,
float worldHeight,
const WorldState* world);
66 void _orbitalDest(
float worldWidth,
float worldHeight, Vector3& outPos,
67 Vector3& outTarget)
const;
void _applyOrbital(float worldWidth, float worldHeight)
void init(float worldWidth, float worldHeight)
int followedPlayerId() const
bool isFollowActive() const
void _handleFreecamInput()
bool isTransitioning() const
void _startTransition(Vector3 toPos, Vector3 toTarget, Mode nextMode)
float _savedOrbitalHeight
bool isFreecamActive() const
void _orbitalDest(float worldWidth, float worldHeight, Vector3 &outPos, Vector3 &outTarget) const
void _handleOrbitalInput()
void update(float dt, float worldWidth, float worldHeight, const WorldState *world)
bool _followTarget(const WorldState *world, Vector3 &outPos, Vector3 &outLookAt) const
void startFollow(int playerId)
const Camera3D & camera() const
Represents the state of the world in the game, including the map size, tile contents,...