differentiate 'upHeld' from 'jumpHeld' (we may want a different button for going up/down menu and a different button for jumping)

This commit is contained in:
2025-02-16 13:51:52 +00:00
parent 0df453f9c9
commit 291ee2f7f2
2 changed files with 7 additions and 5 deletions

View File

@@ -50,11 +50,11 @@ struct
if jumpPressed then (* apply gravity *) FALLING else JUMPING 0
| _ => prevAxis
fun getJumpPatches (player, upHeld, downHeld, acc) =
fun getJumpPatches (player, jumpHeld, downHeld, acc) =
let
val {yAxis, jumpPressed, ...} = player
in
case (upHeld, downHeld) of
case (jumpHeld, downHeld) of
(false, false) =>
let
val yAxis = defaultYAxis yAxis
@@ -205,7 +205,7 @@ struct
, ...
} = player
val {leftHeld, rightHeld, upHeld, downHeld, attackHeld} = input
val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, jumpHeld} = input
val xAxis = getXAxis (leftHeld, rightHeld)
val facing = getFacing (facing, xAxis)
@@ -225,7 +225,7 @@ struct
, mainAttackPressed
)
val acc = getJumpPatches (player, upHeld, downHeld, acc)
val acc = getJumpPatches (player, jumpHeld, downHeld, acc)
in
acc
end