Dumb-ways-to-memorize
2D game
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#include <SDL.h>
Go to the source code of this file.
Macros | |
#define | BUTTON_NO_INPUT -1 |
Functions | |
void | DoPlayerThink (void *player, SDL_GameControllerButton button) |
Variables | |
SDL_GameController * | gController |
SDL_GameControllerButton | gButtonQ |
#define BUTTON_NO_INPUT -1 |
Definition at line 5 of file player_controller.h.
Referenced by Poll(), and ThinkPlayer().
void DoPlayerThink | ( | void * | player, |
SDL_GameControllerButton | button | ||
) |
Executes the player think operation for player input.
[in,out] | player | If non-null, the player. |
button | The button. |
Definition at line 7 of file player_controller.c.
References ANIMATION_JUMP, ANIMATION_WALK, CountMem(), ENTITY_DIR_LEFT, ENTITY_DIR_RIGHT, gCurrentPowerUp, PLAYER_BASE_JUMP, and PLAYER_BASE_SPEED.
Referenced by ThinkPlayer().
SDL_GameControllerButton gButtonQ |
The button qeueu updated with the current button pressed
Definition at line 49 of file game.c.
Referenced by Poll(), ThinkPlayer(), and Update().
SDL_GameController* gController |
The controller
Definition at line 48 of file game.c.
Referenced by Poll(), Setup(), and ThinkPlayer().