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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-10-09 19:42:13 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-10-09 19:42:13 +0000
commit3fe1772b1e00344365e3cf8204225be19925b9e5 (patch)
tree0f66dddac8e14787096c01368611efa53f453134 /src/game.cpp
parent8cc0423b0c0aaa5dd9e91f673a691e5e634988c1 (diff)
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Merged the movement branch into trunk
I consider this the only way forward. In my tests this code isn't actually doing worse than what was there before. Of course some cases are a bit broken, and I'm open to any kind of feedback so that we can fix those issues.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/game.cpp b/src/game.cpp
index e2343f39..fb434be2 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -580,8 +580,9 @@ void Game::handleInput()
switch (tKey) {
case KeyboardConfig::KEY_PICKUP:
{
- Uint16 x = player_node->mX / 32;
- Uint16 y = player_node->mY / 32;
+ const Vector &pos = player_node->getPosition();
+ Uint16 x = (int) pos.x / 32;
+ Uint16 y = (int) pos.y / 32;
FloorItem *item =
floorItemManager->findByCoordinates(x, y);
@@ -754,7 +755,9 @@ void Game::handleInput()
// Get the state of the keyboard keys
keyboard.refreshActiveKeys();
- Uint16 x = player_node->mX / 32, y = player_node->mY / 32;
+ const Vector &pos = player_node->getPosition();
+ Uint16 x = (int) pos.x / 32;
+ Uint16 y = (int) pos.y / 32;
unsigned char direction = 0;