equal
deleted
inserted
replaced
116 } |
116 } |
117 |
117 |
118 if ((input & INPUT_MOVE_RIGHT) && (velocity.x < PLAYER_MAX_SPEED)) { |
118 if ((input & INPUT_MOVE_RIGHT) && (velocity.x < PLAYER_MAX_SPEED)) { |
119 setFacing(true); |
119 setFacing(true); |
120 move_force.x += PLAYER_MOVE_FORCE; |
120 move_force.x += PLAYER_MOVE_FORCE; |
|
121 } |
|
122 |
|
123 if ((input & INPUT_MOVE_LEFT) && (input & INPUT_MOVE_RIGHT)) { |
|
124 if(velocity.x != 0) |
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125 setFacing(velocity.x > 0); |
121 } |
126 } |
122 |
127 |
123 // handle aim by creating a aim angle delta |
128 // handle aim by creating a aim angle delta |
124 if (input & INPUT_AIM_UP) |
129 if (input & INPUT_AIM_UP) |
125 aim_delta += CROSSHAIR_ANGLE_SPEED; |
130 aim_delta += CROSSHAIR_ANGLE_SPEED; |