fp: Change strafe to L, browsers respond to spacebar by scrolling the page ...
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3a26bbf84f
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2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit 8ea35229fb85922d48140e335de1ad5d9c1a64bc
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Subproject commit e2d184ebe0e7b857770f17d279829606a405588f
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@ -722,7 +722,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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}
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}
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if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
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if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftControl) ||
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_N) ||
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TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_A)) {
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TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_A)) {
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash);
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash);
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}
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}
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@ -1531,8 +1531,8 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (move_entity) {
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if (move_entity) {
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acceleration_meters_per_s = dir_vector * entity->base_acceleration_per_s.meters;
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acceleration_meters_per_s = dir_vector * entity->base_acceleration_per_s.meters;
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if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space))
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// if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space))
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acceleration_meters_per_s *= 2.5f;
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// acceleration_meters_per_s *= 2.5f;
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}
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}
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}
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}
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} else {
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} else {
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@ -2053,7 +2053,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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}
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// NOTE: Left-shift lets us strafe in the same direction
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// NOTE: Left-shift lets us strafe in the same direction
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if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_LeftShift)) {
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if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_L)) {
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if (acceleration_meters_per_s.x)
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if (acceleration_meters_per_s.x)
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entity->direction = acceleration_meters_per_s.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
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entity->direction = acceleration_meters_per_s.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
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else if (acceleration_meters_per_s.y)
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else if (acceleration_meters_per_s.y)
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