call game.handle_move_event() on movement inputs
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11d5513c9f
commit
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@ -16,7 +16,7 @@ struct Player
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struct MoveEvent
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{
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ubyte type;
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int type;
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bool stop;
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uint tick;
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};
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@ -28,7 +28,7 @@ public:
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{
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m_pindex = (m_pindex + 1) % 2;
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}
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void handle_move_event(ref MoveEvent me)
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void handle_move_event(int type, bool stop)
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{
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}
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Player[] get_players() { return m_players; }
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@ -94,12 +94,16 @@ int main(char[][] args)
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exit = true;
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break;
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case SDLK_a:
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game.handle_move_event(MOVE_LEFT, false);
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break;
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case SDLK_d:
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game.handle_move_event(MOVE_RIGHT, false);
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break;
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case SDLK_w:
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game.handle_move_event(MOVE_UP, false);
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break;
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case SDLK_s:
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game.handle_move_event(MOVE_DOWN, false);
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break;
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case SDLK_TAB:
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game.change_player();
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@ -112,12 +116,16 @@ int main(char[][] args)
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switch (event.key.keysym.sym)
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{
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case SDLK_a:
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game.handle_move_event(MOVE_LEFT, true);
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break;
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case SDLK_d:
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game.handle_move_event(MOVE_RIGHT, true);
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break;
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case SDLK_w:
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game.handle_move_event(MOVE_UP, true);
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break;
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case SDLK_s:
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game.handle_move_event(MOVE_DOWN, true);
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break;
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default:
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break;
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