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#include <UIClass.h>
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_LSHIFT) player.speed = 3;
if(e.key.keysym.sym == SDLK_SPACE){
player.loc.y += HLINE*1.2;
player.vel.y += .004;
}
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;
}
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;
}
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_LSHIFT) player.speed = 1.0;
if(e.key.keysym.sym == SDLK_ESCAPE) gameRunning = false;
break;
}
}
}
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