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#include "user_movement.h"
#include "renderer.h"
void UserMovementComponent::input(Game& game, Entity& entity, int key, int action)
{
if (action == GLFW_PRESS)
{
if (key == GLFW_KEY_LEFT)
{
holdingLeft = true;
if (!frozen)
{
entity.send(game, Message::Type::walkLeft);
}
} else if (key == GLFW_KEY_RIGHT)
{
holdingRight = true;
if (!frozen)
{
entity.send(game, Message::Type::walkRight);
}
} else if (key == GLFW_KEY_UP)
{
if (!frozen)
{
entity.send(game, Message::Type::jump);
}
} else if (key == GLFW_KEY_DOWN)
{
if (!frozen)
{
entity.send(game, Message::Type::canDrop);
}
}
} else if (action == GLFW_RELEASE)
{
if (key == GLFW_KEY_LEFT)
{
holdingLeft = false;
if (!frozen)
{
if (holdingRight)
{
entity.send(game, Message::Type::walkRight);
} else {
entity.send(game, Message::Type::stopWalking);
}
}
} else if (key == GLFW_KEY_RIGHT)
{
holdingRight = false;
if (!frozen)
{
if (holdingLeft)
{
entity.send(game, Message::Type::walkLeft);
} else {
entity.send(game, Message::Type::stopWalking);
}
}
} else if (key == GLFW_KEY_DOWN)
{
if (!frozen)
{
entity.send(game, Message::Type::cantDrop);
}
} else if (key == GLFW_KEY_UP)
{
if (!frozen)
{
entity.send(game, Message::Type::stopJump);
}
}
}
}
void UserMovementComponent::receive(Game& game, Entity& entity, const Message& msg)
{
if (msg.type == Message::Type::die)
{
frozen = true;
entity.send(game, Message::Type::stopWalking);
} else if (msg.type == Message::Type::stopDying)
{
frozen = false;
if (holdingLeft)
{
entity.send(game, Message::Type::walkLeft);
} else if (holdingRight)
{
entity.send(game, Message::Type::walkRight);
}
}
}
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