Commit Graph

10 Commits

Author SHA1 Message Date
KikooDX 1a9052c0a2 Input buffering system, implemented for jumping. 2020-12-27 01:45:58 +01:00
KikooDX b8f66a4f05 Input functions macros (DRY) 2020-12-27 01:39:05 +01:00
KikooDX fefdd06257 Base of input buffering structure. 2020-12-27 01:26:57 +01:00
KikooDX a5c414dd4c Jump (yay) and grace frames support. 2020-12-23 23:22:02 +01:00
KikooDX 733533a35d New comments for input.c 2020-12-21 13:31:21 +01:00
KikooDX 833a1711c4 Winter cleaning 2020-12-21 12:18:55 +01:00
KikooDX 559c00a840 Use `bool` instead of `_Bool` 2020-09-28 14:05:41 +02:00
KikooDX 8c1faba253 Fixed the issue, thanks to Lephénixnoir.
input.states were initialized to 0, which is the value of S_PRESS.
They are now set to S_UP.
2020-09-21 11:21:28 +02:00
KikooDX 65ceff3971 Lot of bugfixes and improvements :)
- [input] Completely rewrote most of the code
- [input/camera] Renamed `*_draw` functions used in debug section to
`*_draw_debug`
- [main/input] Now use `_Bool` instead of `int` when appropriate
- [input] Added function `input_is_up`
- [player] Added function `player_draw_debug`
- [vec] Use `int` instead of `float`, new macro `VEC_PRECISION`
- [main/camera/player/vec] Updated vector related code to work with the
new system
2020-09-18 11:12:34 +02:00
KikooDX c95d92f6d1 [new system] Input manager! plus misc cleanup 2020-09-17 14:14:21 +02:00