#include extern Player player; extern World *currentWorld; void UIClass::handleEvents(){ SDL_Event e; while(SDL_PollEvent(&e)){ switch(e.type){ case SDL_WINDOWEVENT: switch(e.window.event){ case SDL_WINDOWEVENT_CLOSE: gameRunning = false; break; } case SDL_KEYDOWN: if(e.key.keysym.sym == SDLK_d) player.right = true; if(e.key.keysym.sym == SDLK_a) player.left = true; if(e.key.keysym.sym == SDLK_SPACE) player.loc.y += 10; if(e.key.keysym.sym == SDLK_i) if(currentWorld->behind){ player.loc.x-=(currentWorld->getWidth()-currentWorld->behind->getWidth())/2; currentWorld=currentWorld->behind; } if(e.key.keysym.sym == SDLK_k) if(currentWorld->infront){ 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; if(e.key.keysym.sym == SDLK_a) player.left = false; if(e.key.keysym.sym == SDLK_ESCAPE) gameRunning = false; break; } } }