Fix glider

Former-commit-id: dbcdfef19b3cd428736e77176a958f128b7fe7ad
This commit is contained in:
timokoesters 2019-05-26 00:04:40 +02:00
parent 746e286b5b
commit 79a0edad85
3 changed files with 13 additions and 7 deletions

View File

@ -294,10 +294,6 @@ impl Client {
.ecs_mut()
.write_storage::<comp::Jumping>()
.remove(self.entity);
self.state
.ecs_mut()
.write_storage::<comp::Gliding>()
.remove(self.entity);
self.state
.ecs_mut()
.write_storage::<comp::Dying>()

View File

@ -131,6 +131,7 @@ impl PlayState for SessionState {
}
Event::InputUpdate(GameInput::Jump, true) => {
self.client.borrow_mut().jump();
}
Event::InputUpdate(GameInput::MoveForward, state) => self.key_state.up = state,
Event::InputUpdate(GameInput::MoveBack, state) => self.key_state.down = state,
Event::InputUpdate(GameInput::MoveLeft, state) => self.key_state.left = state,

View File

@ -113,16 +113,25 @@ impl Window {
key_map.insert(settings.controls.map, GameInput::Map);
key_map.insert(settings.controls.bag, GameInput::Bag);
key_map.insert(settings.controls.quest_log, GameInput::QuestLog);
key_map.insert(settings.controls.character_window, GameInput::CharacterWindow);
key_map.insert(
settings.controls.character_window,
GameInput::CharacterWindow,
);
key_map.insert(settings.controls.social, GameInput::Social);
key_map.insert(settings.controls.spellbook, GameInput::Spellbook);
key_map.insert(settings.controls.settings, GameInput::Settings);
key_map.insert(settings.controls.help, GameInput::Help);
key_map.insert(settings.controls.toggle_interface, GameInput::ToggleInterface);
key_map.insert(
settings.controls.toggle_interface,
GameInput::ToggleInterface,
);
key_map.insert(settings.controls.toggle_debug, GameInput::ToggleDebug);
key_map.insert(settings.controls.fullscreen, GameInput::Fullscreen);
key_map.insert(settings.controls.screenshot, GameInput::Screenshot);
key_map.insert(settings.controls.toggle_ingame_ui, GameInput::ToggleIngameUi);
key_map.insert(
settings.controls.toggle_ingame_ui,
GameInput::ToggleIngameUi,
);
key_map.insert(settings.controls.attack, GameInput::Attack);
Ok(Self {