Esempio n. 1
0
InputSystem::InputSystem(Dispatcher& dispatcher) :
    dispatcher_(dispatcher),
    jumping_(false)
{
    dispatcher_.attach(listener_);

    listener_.log<SetPlayable>([this](const SetPlayable& event) {
        players_.insert(event.entity, InputPlayer(event.body, event.vertical_rotor, event.horizontal_rotor));
    });

    listener_.log<Play>([this](const Play& event) {
        active_ = event.entity;
    });

    sf::Mouse::setPosition(mouse_pos);
}
Esempio n. 2
0
void EventLevel(void)
{
	// Check for any collision and handle the results
	DetectPlayerCollision();
	// Handle any input for the current player
	InputPlayer(&CurrentPlayer);

	if(FoxInput_KeyTriggered('U'))
	{
		SetDebugMode();
	}
	if(FoxInput_KeyTriggered('I'))
	{
		RemoveDebugMode();
	}
	if(FoxInput_KeyTriggered(VK_ESCAPE))
	{
		InitializePause(&DrawLevel);
		//TogglePauseSound(&BackgroundSnd);
		UpdatePause();
		//TogglePauseSound(&BackgroundSnd);
	}
}