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Code_controller
extern struct map_uint_bool key_state[];This creates a map of SDLK_x keys and their active status if the corresponsing key is pressed at the moment.
extern float Center_x;Center-X of the player object.
extern float Center_y;Center-Y of the player object.
void turn_the_thing(float* x, float* y);This calculates the angle the player is supposed to be turned to, by using the mouse position as the target.
@param x: the x-position of the mouse
@param y: the y-position of the mouse
void move_ship_up();This calculates the new position of the player object for moving up.
void move_ship_left();This calculates the new position of the player object for moving left.
void move_ship_down();This calculates the new position of the player object for moving down.
void move_ship_right();This calculates the new position of the player object for moving right.
void set_key_active(unsigned int key);This sets a key of the key_state[] as active.
@param key: the SDLK_x key
void set_key_inactive(unsigned int key);This sets a key of the key_state[] as inactive.
@param key: the SDLK_x key
bool is_key_active(unsigned int key);This checks if a specific key is currently set as active.
@param key: the SDLK_x key
@return TRUE if key is active
void flush_keystate();This sets all keys in key_state[] as inactive.
void flush_mousepos();This sets the variable that holds the mouse position to the starting position (does NOT affect the actual position of the mouse).
void flush_playerpos();This sets the variable that holds the player position to the starting position.

