author | andyq <andyq> | 2003-02-28 23:56:03 (UTC) |
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committer | andyq <andyq> | 2003-02-28 23:56:03 (UTC) |
commit | 7dd36872a3eb63eb1c3c7a17549f3eeba92f1b32 (patch) (side-by-side diff) | |
tree | b0628e9a3c75129d24301e30c44c55a23f03d963 | |
parent | 64423f1852a13178f23365f2bba995ef2c355b3b (diff) | |
download | opie-7dd36872a3eb63eb1c3c7a17549f3eeba92f1b32.zip opie-7dd36872a3eb63eb1c3c7a17549f3eeba92f1b32.tar.gz opie-7dd36872a3eb63eb1c3c7a17549f3eeba92f1b32.tar.bz2 |
Changed keyboard handling to accept UP, ENTER and RETURN for moving ship
-rw-r--r-- | noncore/games/sfcave-sdl/game.cpp | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/noncore/games/sfcave-sdl/game.cpp b/noncore/games/sfcave-sdl/game.cpp index e41e510..1ee0230 100644 --- a/noncore/games/sfcave-sdl/game.cpp +++ b/noncore/games/sfcave-sdl/game.cpp @@ -8,129 +8,133 @@ #include "constants.h" #include "game.h" #include "player.h" #include "random.h" #include "sound.h" #include "stringtokenizer.h" #include "sfcave_game.h" #include "gates_game.h" #include "fly_game.h" #include "starfield.h" Game :: Game( SFCave *p, int w, int h, int diff ) { parent = p; sHeight = h; sWidth = w; difficulty = diff; replayIt = 0; replay = false; terrain = 0; player = 0; thrustChannel = -1; } Game :: ~Game() { if ( terrain ) delete terrain; if ( player ) delete player; replayList.clear(); } void Game :: init() { if ( replay ) { setSeed( currentSeed ); replayIt = replayList.begin(); } else { setSeed( -1 ); replayList.clear(); } score = 0; nrFrames = 0; press = false; // Load highscore string key = getGameName() + "_" + getGameDifficultyText() + "_highscore"; highScore = atoi( parent->loadSetting( key, "0" ).c_str() ); terrain->initTerrain(); player->init(); } void Game :: handleKeys( SDL_KeyboardEvent &key ) { - if ( !replay && key.keysym.sym == SDLK_SPACE ) + if ( !replay && + (key.keysym.sym == SDLK_SPACE || + key.keysym.sym == SDLK_KP_ENTER || + key.keysym.sym == SDLK_RETURN || + key.keysym.sym == SDLK_UP) ) { if ( key.type == SDL_KEYDOWN ) { if ( !press ) replayList.push_back( nrFrames ); press = true; } else { if ( press ) replayList.push_back( nrFrames ); press = false; } } } string Game :: getGameDifficultyText() { string ret; if ( difficulty == MENU_DIFFICULTY_EASY ) ret = "Easy"; else if ( difficulty == MENU_DIFFICULTY_NORMAL ) ret = "Medium"; else if ( difficulty == MENU_DIFFICULTY_HARD ) ret = "Hard"; else if ( difficulty == MENU_DIFFICULTY_CUSTOM ) ret = "Custom"; return ret; } void Game :: setDifficulty( string diff ) { if ( diff == "Easy" ) difficulty = MENU_DIFFICULTY_EASY; else if ( diff == "Medium" ) difficulty = MENU_DIFFICULTY_NORMAL; else if ( diff == "Hard" ) difficulty = MENU_DIFFICULTY_HARD; else if ( diff == "Custom" ) difficulty = MENU_DIFFICULTY_CUSTOM; init(); } void Game :: setDifficulty( int diff ) { difficulty = diff; init(); } void Game :: update( int state ) { nrFrames ++; if ( score > highScore ) highScore = score; if ( state == STATE_PLAYING ) |