Description:
Fix right click to jump.
Apparently I had it right the whole time, it's just that it would get triggered
many times because I wasn't checking that the mouse was previously released.
Commit status:
[Not Reviewed]
References:
Diff options:
Comments:
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Unresolved TODOs:
There are no unresolved TODOs
@@ -30,6 +30,7 | |||
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30 | 30 | class FNAGame : Game |
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31 | 31 | { |
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32 | 32 | private KeyboardState keyboardPrev = new KeyboardState(); |
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33 | private MouseState mousePrev = new MouseState(); | |
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33 | 34 | |
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34 | 35 | private SpriteBatch batch; |
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35 | 36 | private SoundEffect sound; |
@@ -448,10 +449,8 | |||
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448 | 449 | |
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449 | 450 | |
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450 | 451 | #if DEBUG |
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451 | if (mouseCur.RightButton == ButtonState.Pressed) | |
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452 | if (mouseCur.RightButton == ButtonState.Pressed && mousePrev.RightButton == ButtonState.Released) | |
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452 | 453 | { |
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453 | Vector2 cameraMiddle = this.camera.position + new Vector2(FNAGame.width / 2, FNAGame.height / 2); | |
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454 | Vector2 delta = this.camera.position - this.original_point; | |
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455 | 454 | this.camera.Jump(this.original_point); |
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456 | 455 | } |
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457 | 456 | #endif |
@@ -495,6 +494,7 | |||
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495 | 494 | } |
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496 | 495 | |
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497 | 496 | this.keyboardPrev = keyboardCur; |
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497 | this.mousePrev = mouseCur; | |
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498 | 498 | |
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499 | 499 | stopWatch.Stop(); |
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500 | 500 | this.updateTime = stopWatch.Elapsed; |
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