updates to spritecomp and keyboard ctrlr

This commit is contained in:
Alan Youngblood
2023-08-07 17:14:17 -04:00
parent 838426ead3
commit 3ad0265dbd
4 changed files with 42 additions and 42 deletions

View File

@ -42,25 +42,25 @@ public:
{
switch (Game::event.key.keysym.sym)
{
case SDLK_UP:
case SDLK_w:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
// if(transform->position.y>0){
// ====== Get Player.yTile and scan column up ScreenTilesHeight/2 on Player.xTile-1, Player.xTile, and Player.xTile+1 return first hit that is > 0 for each row.
// transform->tilePos.x
transform->velocity.y = -1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
sprite->Play("move-n");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
// }
}
break;
case SDLK_DOWN:
case SDLK_s:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
if(transform->position.y<Game::levelMap.h){
transform->velocity.y = 1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
sprite->Play("move-s");
// }
int *borders;
borders = Game::predictCollisions();
@ -68,12 +68,12 @@ public:
}
}
break;
case SDLK_LEFT:
case SDLK_a:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
if(transform->position.x>Game::levelMap.x){
transform->velocity.x = -1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
sprite->Play("move-w");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
}
@ -112,7 +112,7 @@ public:
}*/
}
break;
case SDLK_RIGHT:
case SDLK_d:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
// &entity->getComponent<PlayerController>().setLastSafePos(Vector2D(transform->position.x,transform->position.y));
// playerCtrl->lastSafePosition.x = transform->position.x;
@ -124,7 +124,7 @@ public:
if(transform->position.x<Game::levelMap.w){
transform->velocity.x = 1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
sprite->Play("move-w");
// }
sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
}
@ -167,7 +167,7 @@ public:
}
// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
Game::gravityOnPlayer = true;
sprite->Play("Jump");
// sprite->Play("Jump");
transform->velocity.y = -2;
}
}
@ -189,10 +189,10 @@ public:
{
switch (Game::event.key.keysym.sym)
{
case SDLK_LEFT:
case SDLK_a:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = 0;
sprite->Play("Idle");
sprite->Play("move-w");
Game::playerIsGrounded = false;
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
@ -200,29 +200,29 @@ public:
// }
}
break;
case SDLK_RIGHT:
case SDLK_d:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = 0;
sprite->Play("Idle");
sprite->Play("move-w");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// }
}
break;
case SDLK_UP:
case SDLK_w:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Idle");
sprite->Play("move-n");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// // sprite->Play("Fall");
// }
}
break;
case SDLK_DOWN:
case SDLK_s:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Idle");
sprite->Play("move-s");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// }
@ -249,13 +249,13 @@ public:
// break;
case SDLK_k:
break;
case SDLK_j:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Fall");
Game::gravityOnPlayer = true;
}
break;
// case SDLK_j:
// if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
// transform->velocity.y = 0;
// sprite->Play("Fall");
// Game::gravityOnPlayer = true;
// }
// break;
case SDLK_u:
break;
case SDLK_i: