Removed Debug prompts and added sdl2 libs in the repo to try and make windows easier for the end user
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@@ -26,7 +26,7 @@ impl Game{
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}
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}
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pub fn up(&mut self){
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pub fn up(&mut self){
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// 'w' or the up arrow has been pressed
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// 'w' or the up arrow has been pressed
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println!("DEBUG: Up is pressed");
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//println!("DEBUG: Up is pressed");
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self.main_bloc.velocity.y -= BLOC_SPEED as i32;
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self.main_bloc.velocity.y -= BLOC_SPEED as i32;
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if self.main_bloc.velocity.y < -MAX_SPEED as i32{
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if self.main_bloc.velocity.y < -MAX_SPEED as i32{
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self.main_bloc.velocity.y = -MAX_SPEED as i32;
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self.main_bloc.velocity.y = -MAX_SPEED as i32;
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@@ -34,7 +34,7 @@ impl Game{
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}
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}
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pub fn down(&mut self){
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pub fn down(&mut self){
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// 's' or the down arrow has been pressed
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// 's' or the down arrow has been pressed
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println!("DEBUG: Down is pressed");
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//println!("DEBUG: Down is pressed");
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self.main_bloc.velocity.y += BLOC_SPEED as i32;
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self.main_bloc.velocity.y += BLOC_SPEED as i32;
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if self.main_bloc.velocity.y > MAX_SPEED as i32{
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if self.main_bloc.velocity.y > MAX_SPEED as i32{
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self.main_bloc.velocity.y = MAX_SPEED as i32;
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self.main_bloc.velocity.y = MAX_SPEED as i32;
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@@ -42,7 +42,7 @@ impl Game{
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}
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}
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pub fn left(&mut self){
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pub fn left(&mut self){
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// 'a' or the left arrow has been pressed
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// 'a' or the left arrow has been pressed
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println!("DEBUG: Left is pressed");
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//println!("DEBUG: Left is pressed");
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self.main_bloc.velocity.x -= BLOC_SPEED as i32;
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self.main_bloc.velocity.x -= BLOC_SPEED as i32;
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if self.main_bloc.velocity.x < -MAX_SPEED as i32{
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if self.main_bloc.velocity.x < -MAX_SPEED as i32{
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self.main_bloc.velocity.x = -MAX_SPEED as i32;
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self.main_bloc.velocity.x = -MAX_SPEED as i32;
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@@ -50,7 +50,7 @@ impl Game{
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}
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}
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pub fn right(&mut self){
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pub fn right(&mut self){
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// 'd' or the right arrow has been pressed
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// 'd' or the right arrow has been pressed
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println!("DEBUG: Right is pressed");
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//println!("DEBUG: Right is pressed");
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self.main_bloc.velocity.x += BLOC_SPEED as i32;
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self.main_bloc.velocity.x += BLOC_SPEED as i32;
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if self.main_bloc.velocity.y > MAX_SPEED as i32{
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if self.main_bloc.velocity.y > MAX_SPEED as i32{
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self.main_bloc.velocity.y = MAX_SPEED as i32;
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self.main_bloc.velocity.y = MAX_SPEED as i32;
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