#include "main.h" int processEvents(SDL_Window *window,GameState *gameState) { 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; case SDLK_e: { if(!gameState->player2.facing_left) { gameState->player2.shooting = addBullet(gameState->player2.x+35, gameState->player2.y+20, 7, gameState, 2); } else { gameState->player2.shooting = addBullet(gameState->player2.x+5, gameState->player2.y+20, -7, gameState, 2); } if(gameState->player2.shooting) Mix_PlayChannel(-1, gameState->disparo, 0); } break; } } break; case SDL_QUIT: //quit out of the game done = 1; break; case SDL_MOUSEBUTTONDOWN: { if(!gameState->player1.facing_left) { gameState->player1.shooting = addBullet(gameState->player1.x+35, gameState->player1.y+20, 7, gameState, 1); } else { gameState->player1.shooting = addBullet(gameState->player1.x+5, gameState->player1.y+20, -7, gameState, 1); } if(gameState->player1.shooting) Mix_PlayChannel(-1, gameState->disparo, 0); } break; } } const Uint8 *state = SDL_GetKeyboardState(NULL); if(state[SDL_SCANCODE_LEFT]) { gameState->player1.x -= 5; gameState->player1.facing_left = 1; gameState->player1.walking = 1; } if(state[SDL_SCANCODE_RIGHT]) { gameState->player1.x += 5; gameState->player1.facing_left = 0; gameState->player1.walking = 1; } if(state[SDL_SCANCODE_UP]) { if(gameState->player1.salto == 1 && gameState->player1.dy != 0) { } else if(gameState->player1.salto == 0 && gameState->player1.dy == 0) { gameState->player1.dy = -15; gameState->player1.salto = 1; } } if(state[SDL_SCANCODE_A]) { gameState->player2.x -= 5; gameState->player2.facing_left = 1; gameState->player2.walking = 1; } if(state[SDL_SCANCODE_D]) { gameState->player2.x += 5; gameState->player2.facing_left = 0; gameState->player2.walking = 1; } if(state[SDL_SCANCODE_W]) { if(gameState->player2.salto == 1 && gameState->player2.dy != 0) { } else if(gameState->player2.salto == 0 && gameState->player2.dy == 0) { gameState->player2.dy = -15; gameState->player2.salto = 1; } } if(state[SDL_SCANCODE_SPACE]) { gameState->player2.y -= 5; } if(state[SDL_SCANCODE_S]) { gameState->player2.y += 5; } return done; }