Removed player movement via right mouse button.

This commit is contained in:
Felix Ableitner 2013-09-18 15:14:25 +02:00
parent df94bad5e8
commit e0ef9008c6
5 changed files with 9 additions and 19 deletions

View file

@ -2,15 +2,14 @@
2d top down shooter with tactical gameplay set in a procedurally generated world. 2d top down shooter with tactical gameplay set in a procedurally generated world.
## Controls ## Controls
WASD: move WASD: walk
Mouse: look Mouse: aim
Lmb: shoot Left Mouse Button: shoot
Rmb: walk to position
R: reload R: reload
Q: use left Gadget Q: use left gadget
E: use right Gadget E: use right gadget
F: pick up item or swap Gadgets F: pick up item or swap gadgets
Esc: exit Esc: exit game
## Dependencies ## Dependencies
- SFML - SFML

View file

@ -322,10 +322,6 @@ Game::mouseDown(const sf::Event& event) {
case sf::Mouse::Left: case sf::Mouse::Left:
mPlayer->pullTrigger(); mPlayer->pullTrigger();
break; break;
case sf::Mouse::Right:
mPlayer->setDestination(convertCoordinates(event.mouseButton.x,
event.mouseButton.y));
break;
default: default:
break; break;
} }

View file

@ -12,6 +12,8 @@
#include "util/Vector.h" #include "util/Vector.h"
// TODO: remove right click move (also in readme)
/** /**
* Creates Game object. * Creates Game object.
*/ */

View file

@ -63,12 +63,6 @@ Player::setDirection(Direction direction, bool unset) {
setSpeed(dirVec, getMovementSpeed()); setSpeed(dirVec, getMovementSpeed());
} }
void
Player::setDestination(const Vector2f& destination) {
mDirection = 0;
Character::setDestination(destination);
}
/** /**
* Check if we arrived at destination, turn towards cursor. * Check if we arrived at destination, turn towards cursor.
*/ */

View file

@ -37,7 +37,6 @@ public:
using Character::pullTrigger; using Character::pullTrigger;
using Character::releaseTrigger; using Character::releaseTrigger;
void setDirection(Direction direction, bool unset); void setDirection(Direction direction, bool unset);
void setDestination(const Vector2f& destination);
using Character::getWeaponName; using Character::getWeaponName;
using Character::reload; using Character::reload;
using Character::toggleWeapon; using Character::toggleWeapon;