extern World *currentWorld;
void UIClass::handleEvents(){
+ float thing;
SDL_Event e;
while(SDL_PollEvent(&e)){
switch(e.type){
player.loc.y += HLINE*1.2;
player.vel.y += .004;
}
- if(e.key.keysym.sym == SDLK_i)
+ if(e.key.keysym.sym == SDLK_i){
if(currentWorld->behind){
- player.loc.x-=(currentWorld->getWidth()-currentWorld->behind->getWidth())/2; // Match player's location to new area
- currentWorld=currentWorld->behind; // Go to new area
- if(player.loc.x>-1+currentWorld->getWidth()) // Don't let player fall out of world if previous area was bigger
- player.loc.x=-1+currentWorld->getWidth()-player.width-HLINE;
+ thing=(currentWorld->getWidth()-currentWorld->behind->getWidth())/2;
+ if(player.loc.x>thing-1&&
+ player.loc.x<thing-1+currentWorld->behind->getWidth()){
+ player.loc.x-=thing;
+ currentWorld=currentWorld->behind;
+ }
}
- if(e.key.keysym.sym == SDLK_k)
+ }
+ if(e.key.keysym.sym == SDLK_k){
if(currentWorld->infront){
- player.loc.x+=(currentWorld->infront->getWidth()-currentWorld->getWidth())/2; // Match player's location to new area
- currentWorld=currentWorld->infront; // Go to new area
- if(player.loc.x>-1+currentWorld->getWidth()) // Don't let player fall out of world if previous area was bigger
- player.loc.x=-1+currentWorld->getWidth()-player.width-HLINE;
+ player.loc.x+=(currentWorld->infront->getWidth()-currentWorld->getWidth())/2;
+ currentWorld=currentWorld->infront;
}
+ }
break;
case SDL_KEYUP:
if(e.key.keysym.sym == SDLK_d) player.right = false;
// Generate the world
World *w=NULL,*w2=NULL;
w2=new World(4,w,NULL);
- w=new World(2,NULL,w2);
+ w=new World(10,NULL,w2);
currentWorld=w;
currentWorld->addLayer(3);