#include "main.h" int processEvents(SDL_Window *window,GameState *gameState) { gameState->scrollx = -gameState->man.x; SDL_Event event; int done = 0; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_WINDOWEVENT_CLOSE: { if(window) { SDL_DestroyWindow(window); window = NULL; done = 1; } } break; case SDL_KEYDOWN: { switch(event.key.keysym.sym) { case SDLK_ESCAPE: done = 1; break; } } break; case SDL_QUIT: //quit out of the game done = 1; break; case SDL_MOUSEBUTTONDOWN: gameState->man.x = event.button.x; gameState->man.y = event.button.y; break; } } const Uint8 *state = SDL_GetKeyboardState(NULL); if(state[SDL_SCANCODE_LEFT]) { gameState->man.x -= 5; gameState->man.facing_left = 1; gameState->man.walking = 1; } if(state[SDL_SCANCODE_RIGHT]) { gameState->man.x += 5; gameState->man.facing_left = 0; gameState->man.walking = 1; gameState->i++; } if(state[SDL_SCANCODE_SPACE]) { if(gameState->salto == 1 && gameState->man.dy != 0) { } else if(gameState->salto == 0 && gameState->man.dy == 0) { gameState->man.dy = -15; gameState->salto = 1; } } return done; }