]> 4ch.mooo.com Git - 16.git/blobdiff - src/inputest.c
animation fixed and sprite rendering is more flexible with overdraww and overdrawh
[16.git] / src / inputest.c
index e45c813d3dd2121154124e9306db59c27e7d0d1d..30cb8598ac41ce1b5cc9f3f6f1d6f0e83a4bf35d 100755 (executable)
@@ -28,7 +28,7 @@
 void\r
 main(int argc, char *argv[])\r
 {\r
-       global_game_variables_t gvar;\r
+       static global_game_variables_t gvar;\r
        player_t player[MaxPlayers];\r
        //extern struct inconfig inpu;\r
        dbg_testkeyin=0;\r
@@ -41,56 +41,49 @@ main(int argc, char *argv[])
        IN_Default(0,&player,ctrl_Keyboard1);\r
        IN_SetControlType(0,&player,ctrl_Keyboard1);\r
 \r
-       player[0].q=1;\r
-       player[0].d=2;\r
-       player[0].persist_aniframe=0;\r
-       player[0].speed=4;\r
+       player[0].enti.q=1;\r
+       player[0].enti.d=2;\r
+       player[0].enti.speed=4;\r
 \r
-       nibbletest();\r
-       booleantest();\r
-       //printf("nibble size is %u\n", sizeof(nibble));\r
+//0000 nibbletest();\r
+//0000 booleantest();\r
        //printf("dbg_testkeyin=%u      dbg_testcontrolnoisy=%u dbg_noplayerinpu=%u\nloop if this is not responsive then please KILL or reset machine sorry!!\n", dbg_testkeyin, dbg_testcontrolnoisy, dbg_noplayerinpu);\r
        while(!IN_KeyDown(sc_Escape))\r
        {\r
-               shinkutxt(&gvar);\r
+//0000         shinkutxt(&gvar);\r
                IN_ReadControl(0, &player);\r
-               #define INC_PER_FRAME if(player[0].q&1) player[0].persist_aniframe++; if(player[0].persist_aniframe>4) player[0].persist_aniframe = 1;\r
-               switch(player[0].d)\r
+               switch(player[0].enti.d)\r
                {\r
                //right movement\r
                case 3:\r
-                       if(player[0].q<=(TILEWH/(player[0].speed)))\r
+                       if(player[0].enti.q<=(TILEWH/(player[0].enti.speed)))\r
                        {\r
-                               INC_PER_FRAME;\r
-                               player[0].q++;\r
-                       } else { player[0].q = 1; player[0].d = 2; }\r
+                               player[0].enti.q++;\r
+                       } else { player[0].enti.q = 1; player[0].enti.d = 2; }\r
                break;\r
 \r
                //left movement\r
                case 1:\r
-                       if(player[0].q<=(TILEWH/(player[0].speed)))\r
+                       if(player[0].enti.q<=(TILEWH/(player[0].enti.speed)))\r
                        {\r
-                               INC_PER_FRAME;\r
-                               player[0].q++;\r
-                       } else { player[0].q = 1; player[0].d = 2; }\r
+                               player[0].enti.q++;\r
+                       } else { player[0].enti.q = 1; player[0].enti.d = 2; }\r
                break;\r
 \r
                //down movement\r
                case 4:\r
-                       if(player[0].q<=(TILEWH/(player[0].speed)))\r
+                       if(player[0].enti.q<=(TILEWH/(player[0].enti.speed)))\r
                        {\r
-                               INC_PER_FRAME;\r
-                               player[0].q++;\r
-                       } else { player[0].q = 1; player[0].d = 2; }\r
+                               player[0].enti.q++;\r
+                       } else { player[0].enti.q = 1; player[0].enti.d = 2; }\r
                break;\r
 \r
                //up movement\r
                case 0:\r
-                       if(player[0].q<=(TILEWH/(player[0].speed)))\r
+                       if(player[0].enti.q<=(TILEWH/(player[0].enti.speed)))\r
                        {\r
-                               INC_PER_FRAME;\r
-                               player[0].q++;\r
-                       } else { player[0].q = 1; player[0].d = 2; }\r
+                               player[0].enti.q++;\r
+                       } else { player[0].enti.q = 1; player[0].enti.d = 2; }\r
                break;\r
        }\r
                //printf("%u\n", IN_KeyDown(sc_Escape));\r