Lots of updates across input, rendering and grouping

This commit is contained in:
Richard Davey
2013-05-17 06:49:43 +01:00
parent a6e8436e6d
commit 55568592b5
40 changed files with 836 additions and 475 deletions
+2 -2
View File
@@ -30,8 +30,8 @@
map.currentLayer.fillTile(15, 2, 2, 10, 20);
}
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
+2 -2
View File
@@ -48,8 +48,8 @@
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
+2 -2
View File
@@ -25,8 +25,8 @@
myGame.onRenderCallback = render;
}
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
+2 -2
View File
@@ -40,8 +40,8 @@
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
+2 -2
View File
@@ -30,8 +30,8 @@
function update() {
// Collide everything with the map
map.collide();
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 16);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 16);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 16);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 16);
if(myGame.input.mousePointer.isDown) {
map.putTile(marker.x, marker.y, 32);
}
+2 -2
View File
@@ -45,8 +45,8 @@
// Collide everything with the map
map.collide();
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 16);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 16);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 16);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 16);
if (myGame.input.mousePointer.isDown)
{
+2 -2
View File
@@ -28,8 +28,8 @@
map.putTile(marker.x, marker.y, 32);
}
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
+2 -2
View File
@@ -45,8 +45,8 @@
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
+2 -2
View File
@@ -36,8 +36,8 @@
]);
}
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
+2 -2
View File
@@ -47,8 +47,8 @@
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
+2 -2
View File
@@ -29,8 +29,8 @@
map.currentLayer.replaceTile(30, 31);
}
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
+2 -2
View File
@@ -47,8 +47,8 @@
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
+2 -2
View File
@@ -29,8 +29,8 @@
map.currentLayer.swapTile(30, 31);
}
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
+2 -2
View File
@@ -47,8 +47,8 @@
function update() {
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
car.velocity.x = 0;
car.velocity.y = 0;