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Rhythm
Game Engines Final Project
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Handles keyboard input for game objects. More...
import bindbc.sdl;Functions | |
| mOwner. | components::keyboard_input::GetComponent (ComponentType.TEXTURE).SetPosition(100 |
| collision. | components::keyboard_input::OnTouch ((GameObject *self, GameObject *other) { if(other.GetName()=="block") { if(state[SDL_SCANCODE_F]) { mOwner.GetScene().RemoveGameObject(other.GetID());} } }) |
| else | components::keyboard_input::if (state[SDL_SCANCODE_J]) |
Variables | |
| mOwner.auto | components::keyboard_input::collision = mOwner.GetComponent!(ComponentType.COLLISION_RECT) |
| components::keyboard_input::else | |
| Pointer to the owning GameObject. | |
| bool | components::keyboard_input::mIsJumping = false |
| Tracks if the object is currently jumping. | |
| double | components::keyboard_input::mJumpStartTime = 0.0 |
| Time when the jump started. | |
| double | components::keyboard_input::mJumpDuration = 1.0 |
| Duration of the jump in seconds. | |
| double | components::keyboard_input::mCurrentTime = 0.0 |
| Current time. | |
Handles keyboard input for game objects.
| components::keyboard_input::else |
Pointer to the owning GameObject.