- Colisions, movibles, reactius...
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@@ -16,9 +16,20 @@ void game::init()
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game::setUpdateTicks(64);
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box = actor::create({16,16,0}, {8,8,8}, {32,0,32,32}, {0,32});
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actor::setDirty(box);
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box = actor::create({8,0,0}, {8,8,8}, {32,0,32,32}, {0,32});
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actor::setDirty(box);
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box->flags = FLAG_MOVING;// | FLAG_PUSHABLE;
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box->movement = MOV_Z;
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box->mov_push = PUSH_ZP;
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actor::setDirty(box, true);
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box = actor::create({32,32,16}, {8,8,8}, {32,0,32,32}, {0,32});
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box->flags = FLAG_PUSHABLE;
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box->movement = MOV_CW;
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box->mov_push = PUSH_XN;
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actor::setDirty(box, true);
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box = actor::create({16,16,16}, {8,8,8}, {32,0,32,32}, {0,32});
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box->flags = FLAG_HERO | FLAG_PUSHABLE;
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actor::setDirty(box, true);
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actor::reorder();
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}
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@@ -26,7 +37,7 @@ int sx=1, sy=0;
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bool game::loop()
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{
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if (input::keyDown(SDL_SCANCODE_LEFT) && box->pos.x>0) {
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/*if (input::keyDown(SDL_SCANCODE_LEFT) && box->pos.x>0) {
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box->pos.x--;
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actor::actor_t *other = actor::get_collision(box);
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if (other)
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@@ -44,7 +55,9 @@ bool game::loop()
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if (input::keyDown(SDL_SCANCODE_UP) && box->pos.y>0) { box->pos.y--; actor::setDirty(box); }
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if (input::keyDown(SDL_SCANCODE_DOWN) && box->pos.y<42) { box->pos.y++; actor::setDirty(box); }
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if (input::keyDown(SDL_SCANCODE_Z) && box->pos.z>0) { box->pos.z--; actor::setDirty(box); }
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if (input::keyDown(SDL_SCANCODE_A) && box->pos.z<42) { box->pos.z++; actor::setDirty(box); }
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if (input::keyDown(SDL_SCANCODE_A) && box->pos.z<42) { box->pos.z++; actor::setDirty(box); }*/
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actor::update(actor::getFirst());
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actor::reorder();
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draw::cls(8);
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