Let KeyboardManager handle events.

Clean up event loop a little.
This commit is contained in:
2016-06-12 21:48:27 +02:00
parent 19a1f4b8f9
commit 4c2b5a994c
2 changed files with 17 additions and 12 deletions

View File

@@ -181,21 +181,12 @@ fn main() {
use sdl2::event::Event;
match event {
Event::KeyDown {keycode, ..} if keycode == Some(Keycode::Escape) => break 'main,
Event::Quit {..} => break 'main,
Event::KeyDown {keycode, repeat, ..} => {
if repeat == false {
keyboard.key_down(keycode.unwrap());
}
},
Event::KeyUp {keycode, ..} => {
keyboard.key_up(keycode.unwrap());
},
_ => (),
}
}
if keyboard.was_pressed(Keycode::Escape) {
break 'main;
keyboard.process(&event);
}
if keyboard.is_held(Keycode::Right) && (player.dx >= 0.0 || player.on_ground) {