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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-20 13:34:04 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-20 13:34:04 -0500
commitf0eab98e417bf648261a9027bef91fe935af76cb (patch)
tree7c212cbe8bd549d5a6229c616806095596859a8f /src/input_system.cpp
parentca4935cb65325edbd45d4a3aacc921ea9ed9483b (diff)
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Added variable movement speed
Ionia now moves at half Lucas's speed, which I think is good for NPCs.
Diffstat (limited to 'src/input_system.cpp')
-rw-r--r--src/input_system.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/input_system.cpp b/src/input_system.cpp index 2201907..43c59dd 100644 --- a/src/input_system.cpp +++ b/src/input_system.cpp
@@ -40,7 +40,8 @@ void InputSystem::tick(double dt) {
40 for (int spriteId : game_.getSprites()) { 40 for (int spriteId : game_.getSprites()) {
41 Sprite& sprite = game_.getSprite(spriteId); 41 Sprite& sprite = game_.getSprite(spriteId);
42 if (sprite.controllable) { 42 if (sprite.controllable) {
43 vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * MOVEMENT_SPEED); 43 // Interacting with objects always uses Lucas's movement speed.
44 vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * LUCAS_MOVEMENT_SPEED);
44 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, checkLoc, sprite.dir); 45 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, checkLoc, sprite.dir);
45 46
46 if (collision.horiz.blocked || collision.vert.blocked) { 47 if (collision.horiz.blocked || collision.vert.blocked) {