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#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;
}
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