Rest of input functions and camera system functions.
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@@ -103,7 +103,7 @@ end
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local function tileCollision( entity )
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local vPos = entity.pos + entity.vel -- Future pos with current vel.
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local vRect = util.tableClone( entity.colRect )
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local tinyGap = 0.001 -- Tiny slit between collisionRect and tile to prevent getting stuck on all seams.
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local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
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-- Move test rect to predicted position.
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vRect[1] = vPos.x - vRect[3] / 2
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@@ -70,9 +70,9 @@ end
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function process( delta )
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-- Left player controls.
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if RL_IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos.y then
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if RL_IsKeyDown( KEY_W ) and 0 < playerLeft.pos.y then
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playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
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elseif RL_IsKeyDown( string.byte( "S" ) ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
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elseif RL_IsKeyDown( KEY_S ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
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playerLeft.pos.y = playerLeft.pos.y + PLAYER_SPEED * delta
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end
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