call game.handle_move_event() on movement inputs

This commit is contained in:
Josh Holtrop 2013-02-17 23:22:35 -05:00
parent 11d5513c9f
commit e7ea9dc19c
2 changed files with 10 additions and 2 deletions

View File

@ -16,7 +16,7 @@ struct Player
struct MoveEvent
{
ubyte type;
int type;
bool stop;
uint tick;
};
@ -28,7 +28,7 @@ public:
{
m_pindex = (m_pindex + 1) % 2;
}
void handle_move_event(ref MoveEvent me)
void handle_move_event(int type, bool stop)
{
}
Player[] get_players() { return m_players; }

View File

@ -94,12 +94,16 @@ int main(char[][] args)
exit = true;
break;
case SDLK_a:
game.handle_move_event(MOVE_LEFT, false);
break;
case SDLK_d:
game.handle_move_event(MOVE_RIGHT, false);
break;
case SDLK_w:
game.handle_move_event(MOVE_UP, false);
break;
case SDLK_s:
game.handle_move_event(MOVE_DOWN, false);
break;
case SDLK_TAB:
game.change_player();
@ -112,12 +116,16 @@ int main(char[][] args)
switch (event.key.keysym.sym)
{
case SDLK_a:
game.handle_move_event(MOVE_LEFT, true);
break;
case SDLK_d:
game.handle_move_event(MOVE_RIGHT, true);
break;
case SDLK_w:
game.handle_move_event(MOVE_UP, true);
break;
case SDLK_s:
game.handle_move_event(MOVE_DOWN, true);
break;
default:
break;