it could have nasty bugs, like going allways to the right
or whatever that key does */
Player& tux = *(currentsector->player);
- tux.key_event((SDLKey)keymap.jump, UP);
- tux.key_event((SDLKey)keymap.duck, UP);
+ tux.key_event((SDLKey)keymap.up, UP);
+ tux.key_event((SDLKey)keymap.down, UP);
tux.key_event((SDLKey)keymap.left, UP);
tux.key_event((SDLKey)keymap.right, UP);
- tux.key_event((SDLKey)keymap.fire, UP);
+ tux.key_event((SDLKey)keymap.jump, UP);
+ tux.key_event((SDLKey)keymap.power, UP);
Menu::set_current(game_menu);
Ticks::pause_start();
else if (event.jaxis.axis == joystick_keymap.y_axis)
{
if (event.jaxis.value > joystick_keymap.dead_zone)
- tux.input.down = DOWN;
- else if (event.jaxis.value < -joystick_keymap.dead_zone)
+ {
+ tux.input.up = DOWN;
tux.input.down = UP;
+ }
+ else if (event.jaxis.value < -joystick_keymap.dead_zone)
+ {
+ tux.input.up = UP;
+ tux.input.down = DOWN;
+ }
else
- tux.input.down = UP;
+ {
+ tux.input.up = DOWN;
+ tux.input.down = DOWN;
+ }
}
break;
case SDL_JOYBUTTONDOWN:
if (event.jbutton.button == joystick_keymap.a_button)
- tux.input.up = DOWN;
+ tux.input.jump = DOWN;
else if (event.jbutton.button == joystick_keymap.b_button)
tux.input.fire = DOWN;
else if (event.jbutton.button == joystick_keymap.start_button)
break;
case SDL_JOYBUTTONUP:
if (event.jbutton.button == joystick_keymap.a_button)
- tux.input.up = UP;
+ tux.input.jump = UP;
else if (event.jbutton.button == joystick_keymap.b_button)
tux.input.fire = UP;
break;