TileMaps and camera tuning

This commit is contained in:
2022-04-29 21:31:34 -04:00
parent bc4262d552
commit 9f4007bb79
6 changed files with 51 additions and 49 deletions

View File

@ -43,20 +43,24 @@ public:
{
case SDLK_UP:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
if(transform->position.y>0){
transform->velocity.y = -1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
}
}
break;
case SDLK_DOWN:
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->spriteFlip = SDL_FLIP_NONE;
}
}
break;
case SDLK_LEFT:
@ -69,11 +73,13 @@ public:
// }
// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
// printf("lastSafePos .x: %g .y: %g \n",transform->lastSafePos.x,transform->lastSafePos.y);
if(transform->position.x>0){
transform->velocity.x = -1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
}
}
break;
case SDLK_RIGHT:
@ -85,11 +91,13 @@ public:
// Do a pre-check for tile-based smooth algorithm
// =========
// int intersectionTileX = collider->center.x;
if(transform->position.x<Game::levelMap.w){
transform->velocity.x = 1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
// }
sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
}
}
break;
// case SDLK_a: