Changed behaviour of movement.
- Every movement key at any moment is valid if it is the only movement key pressed (when the previous move is finished).
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cdb581d0f6
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@ -30,16 +30,18 @@ type playLevel struct {
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type keyPressedState map[allg5.Key]bool
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func (s keyPressedState) CountPressed(keys ...allg5.Key) int {
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var cnt int
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func (s keyPressedState) ArePressed(keys ...allg5.Key) []allg5.Key {
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pressed := make([]allg5.Key, 0, len(keys))
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for _, k := range keys {
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if s[k] {
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cnt++
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pressed = append(pressed, k)
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}
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}
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return cnt
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return pressed
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}
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func (s keyPressedState) CountPressed(keys ...allg5.Key) int { return len(s.ArePressed(keys...)) }
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func (l *playLevel) Enter(ctx *Context) error {
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l.ctx = ctx
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@ -164,15 +166,8 @@ func (l *playLevel) Handle(e allg5.Event) {
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case allg5.KeyEscape:
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l.showMenu = true
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l.menu.Activate(0)
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case l.ctx.Settings.Controls.MoveUp:
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l.state.TryPlayerMove(geom.Pt(0, -1), e.KeyCode)
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case l.ctx.Settings.Controls.MoveRight:
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l.state.TryPlayerMove(geom.Pt(1, 0), e.KeyCode)
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case l.ctx.Settings.Controls.MoveDown:
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l.state.TryPlayerMove(geom.Pt(0, 1), e.KeyCode)
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case l.ctx.Settings.Controls.MoveLeft:
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l.state.TryPlayerMove(geom.Pt(-1, 0), e.KeyCode)
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}
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l.state.TryPlayerMove(e.KeyCode)
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}
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}
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}
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@ -96,7 +96,24 @@ func (s *playLevelState) Tick(now time.Duration) {
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s.ani.Animate(now)
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}
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func (s *playLevelState) TryPlayerMove(dir geom.Point, key allg5.Key) {
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func (s *playLevelState) TryPlayerMove(key allg5.Key) {
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var dir geom.Point
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switch key {
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case s.ctx.Settings.Controls.MoveUp:
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dir = geom.Pt(0, -1)
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case s.ctx.Settings.Controls.MoveRight:
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dir = geom.Pt(1, 0)
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case s.ctx.Settings.Controls.MoveDown:
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dir = geom.Pt(0, 1)
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case s.ctx.Settings.Controls.MoveLeft:
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dir = geom.Pt(-1, 0)
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default:
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return
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}
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s.tryPlayerMove(dir, key)
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}
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func (s *playLevelState) tryPlayerMove(dir geom.Point, key allg5.Key) {
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if s.player.scr.pos != s.player.pos.ToF32() {
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return
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}
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@ -116,9 +133,12 @@ func (s *playLevelState) TryPlayerMove(dir geom.Point, key allg5.Key) {
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if onComplete := s.onComplete; onComplete != nil {
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onComplete()
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}
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} else if s.keysDown[key] && s.keysDown.CountPressed(s.ctx.Settings.Controls.MovementKeys()...) == 1 {
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log.Printf("Key %s is still down, moving further", gut.KeyToString(key))
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s.TryPlayerMove(dir, key)
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} else {
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pressed := s.keysDown.ArePressed(s.ctx.Settings.Controls.MovementKeys()...)
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if len(pressed) == 1 {
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log.Printf("Movement key %s is down, moving further", gut.KeyToString(key))
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s.TryPlayerMove(pressed[0])
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}
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}
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})
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