tex
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@@ -15,6 +15,9 @@ namespace Game::AGame {
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int w, h;
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SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
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mTransform.scaleX = 8.f;
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mTransform.scaleY = 8.f;
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mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
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mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
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@@ -30,10 +33,10 @@ namespace Game::AGame {
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//Object::Camera::getInstance().move(1.f, 0.f);
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// Simple movement
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if (Input::isKeyPressed(SDL_SCANCODE_W)) mTransform.y -= mSpeed * deltaTime;
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if (Input::isKeyPressed(SDL_SCANCODE_S)) mTransform.y += mSpeed * deltaTime;
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if (Input::isKeyPressed(SDL_SCANCODE_A)) mTransform.x -= mSpeed * deltaTime;
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if (Input::isKeyPressed(SDL_SCANCODE_D)) mTransform.x += mSpeed * deltaTime;
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if (Input::isKeyPressed(SDL_SCANCODE_W)) { mTransform.y -= mSpeed * deltaTime; }
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if (Input::isKeyPressed(SDL_SCANCODE_S)) { mTransform.y += mSpeed * deltaTime; }
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if (Input::isKeyPressed(SDL_SCANCODE_A)) { mTransform.x -= mSpeed * deltaTime; mIsFlipped = false; }
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if (Input::isKeyPressed(SDL_SCANCODE_D)) { mTransform.x += mSpeed * deltaTime; mIsFlipped = true; }
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mSpeed = Input::isKeyPressed(SDL_SCANCODE_LSHIFT) ? 400.f : 200.f;
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}
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}
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