, pushed(0)
, lastLock(-1, -1)
, camera(100, 100, 0)
-, walkingSpeed(64)
+, walkingSpeed(1)
, nextDirection(-1)
, afterLock(false)
, skipLock(false)
}
+void MapState::SetWalkingSpeed(int s) {
+ walkingSpeed = math::Fixed<8>(1, s);
+ Timestep(s);
+}
+
+
void MapState::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_X)) {
Ctrl().PushState(new PartyMenu(game));
}
void MapState::OnTileLock() {
+ // moveTimer is running when the pc is walking against a wall
if (moveTimer.Running() && !moveTimer.JustHit()) return;
Vector<int> nowLock(ToInt(controlled->Position()));
math::Vector<math::Fixed<8> > TrackPoint() const { return *camera.GetTarget(); }
- void SetWalkingSpeed(math::Fixed<8> s) { walkingSpeed = s; }
+ void SetWalkingSpeed(int s);
void Transition(Map *, const math::Vector<int> &coordinates);