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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-01-30 09:41:31 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-01-30 09:41:31 -0500
commit410f971972bde37fb852420ea2ca0e2f69f27256 (patch)
tree73262614d4688e4f9a26c97557db5720b049029e /src/main.cpp
parent78e5bd2e622204d0deab252d9b2ab90c3095b67d (diff)
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Encapsulated some player movement stuff
Imported vector from therapy5
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp27
1 files changed, 11 insertions, 16 deletions
diff --git a/src/main.cpp b/src/main.cpp index 8bd7f89..b282a2e 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -1,11 +1,17 @@
1#include <iostream> 1#include <iostream>
2#include "renderer.h" 2#include "renderer.h"
3#include "game.h" 3#include "game.h"
4#include "party.h"
4 5
5void loop(Renderer& renderer) { 6void loop(Renderer& renderer) {
6 Game game; 7 Game game;
7 int playerSpriteId = game.addSprite(Sprite("../res/lucas.png", renderer)); 8 int playerSpriteId = game.addSprite(Sprite("../res/lucas.png", renderer));
8 9
10 Input keystate;
11
12 Party party;
13 party.addMember(playerSpriteId);
14
9 renderer.render(game); 15 renderer.render(game);
10 16
11 size_t inputDt = 50; 17 size_t inputDt = 50;
@@ -25,28 +31,17 @@ void loop(Renderer& renderer) {
25 } 31 }
26 } 32 }
27 33
28 Sprite& playerSprite = game.getSprite(playerSpriteId);
29 const Uint8* state = SDL_GetKeyboardState(NULL); 34 const Uint8* state = SDL_GetKeyboardState(NULL);
35 keystate.left = state[SDL_SCANCODE_LEFT];
36 keystate.right = state[SDL_SCANCODE_RIGHT];
37 keystate.up = state[SDL_SCANCODE_UP];
38 keystate.down = state[SDL_SCANCODE_DOWN];
30 39
31 inputAcc += frameTime; 40 inputAcc += frameTime;
32 while (inputAcc > inputDt) { 41 while (inputAcc > inputDt) {
33 inputAcc -= inputDt; 42 inputAcc -= inputDt;
34 43
35 if (state[SDL_SCANCODE_LEFT]) { 44 party.move(game, keystate);
36 playerSprite.setX(playerSprite.getX()-8);
37 }
38
39 if (state[SDL_SCANCODE_RIGHT]) {
40 playerSprite.setX(playerSprite.getX()+8);
41 }
42
43 if (state[SDL_SCANCODE_UP]) {
44 playerSprite.setY(playerSprite.getY()-8);
45 }
46
47 if (state[SDL_SCANCODE_DOWN]) {
48 playerSprite.setY(playerSprite.getY()+8);
49 }
50 } 45 }
51 46
52 renderer.render(game); 47 renderer.render(game);