a,d keys implemented and screen for 1080p
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@ -78,6 +78,24 @@ public:
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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}
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break;
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case SDLK_a:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = -1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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break;
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case SDLK_d:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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}
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break;
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case SDLK_k:
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if (!Game::debugCollisionBoxes)
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{ Game::debugCollisionBoxes = true; }
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@ -129,7 +147,7 @@ public:
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}
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}
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break;
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case SDLK_RIGHT:
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case SDLK_RIGHT:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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@ -138,6 +156,25 @@ public:
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}
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}
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break;
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case SDLK_a:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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// sprite->Play("Fall");
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}
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}
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break;
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case SDLK_d:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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}
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}
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break;
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case SDLK_k:
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break;
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case SDLK_j:
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@ -151,13 +188,13 @@ public:
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break;
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case SDLK_i:
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break;
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case SDLK_d:
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if (Game::debugMenu == false){
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Game::debugMenu = true;}
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else {
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Game::debugMenu = false;
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}
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break;
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// case SDLK_d:
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// if (Game::debugMenu == false){
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// Game::debugMenu = true;}
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// else {
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// Game::debugMenu = false;
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// }
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// break;
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case SDLK_ESCAPE: // exit the game when Escape pressed
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Game::isRunning = false;
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break;
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