Implemented global inputs (sf::Keyboard, sf::Mouse, sf::Joystick) and removed the event-based sf::Input.
Window::WaitEvent now works with joystick events as well. Added Event::JoystickConnected and Event::JoystickDisconnected. Added Window::GetCursorPosition.
This commit is contained in:
parent
5469eaa8c0
commit
8621e45960
48 changed files with 2969 additions and 1517 deletions
|
@ -89,7 +89,7 @@ int main()
|
|||
{
|
||||
// Window closed or escape key pressed : exit
|
||||
if ((event.Type == sf::Event::Closed) ||
|
||||
((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape)))
|
||||
((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape)))
|
||||
{
|
||||
window.Close();
|
||||
break;
|
||||
|
@ -99,9 +99,9 @@ int main()
|
|||
if (isPlaying)
|
||||
{
|
||||
// Move the player's paddle
|
||||
if (window.GetInput().IsKeyDown(sf::Key::Up) && (leftPaddle.GetPosition().y > 5.f))
|
||||
if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Up) && (leftPaddle.GetPosition().y > 5.f))
|
||||
leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime() / 1000.f);
|
||||
if (window.GetInput().IsKeyDown(sf::Key::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
|
||||
if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
|
||||
leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime() / 1000.f);
|
||||
|
||||
// Move the computer's paddle
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue