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📄 keyevent.cpp

📁 坦克大战3.0源代码
💻 CPP
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#include "public.h"intEVENT_FILTER (const SDL_Event * event){	switch (event->type)	{	case SDL_KEYDOWN:		key_state.AnyKey = 1;		switch (event->key.keysym.sym)		{		case SDLK_w:			key_state.Up[0] = 1;			key_state.Move[0] = 1;			player[0].dir = DIR_UP;			break;		case SDLK_a:			key_state.Left[0] = 1;			key_state.Move[0] = 1;			player[0].dir = DIR_LEFT;			break;		case SDLK_s:			key_state.Down[0] = 1;			key_state.Move[0] = 1;			player[0].dir = DIR_DOWN;			break;		case SDLK_d:			key_state.Right[0] = 1;			key_state.Move[0] = 1;			player[0].dir = DIR_RIGHT;			break;		case SDLK_UP:			key_state.Up[1] = 1;			key_state.Move[1] = 1;			player[1].dir = DIR_UP;			//ClearSprite(&game_engine,&player[0]);			//ChangeDirection(&player[0],DIR_UP);			//DrawSprite(&game_engine,&player[0]);			break;		case SDLK_LEFT:			key_state.Left[1] = 1;			key_state.Move[1] = 1;			player[1].dir = DIR_LEFT;			//ClearSprite(&game_engine,&player[0]);			//ChangeDirection(&player[0],DIR_LEFT);			//DrawSprite(&game_engine,&player[0]);			break;		case SDLK_DOWN:			key_state.Down[1] = 1;			key_state.Move[1] = 1;			player[1].dir = DIR_DOWN;			//ClearSprite(&game_engine,&player[0]);			//ChangeDirection(&player[0],DIR_DOWN);			//DrawSprite(&game_engine,&player[0]);			break;		case SDLK_RIGHT:			key_state.Right[1] = 1;			key_state.Move[1] = 1;			player[1].dir = DIR_RIGHT;			//ClearSprite(&game_engine,&player[0]);			//ChangeDirection(&player[0],DIR_RIGHT);			//DrawSprite(&game_engine,&player[0]);			break;		case SDLK_j:			key_state.Fire[0] = 1;			break;		case SDLK_KP_PERIOD:			key_state.Fire[1] = 1;			break;		case SDLK_F4:			key_state.F4 = 1;			Video_Reset (&game_engine);			break;		case SDLK_ESCAPE:			key_state.Quit = 1;			break;		}		break;	case SDL_KEYUP:		key_state.AnyKey = 0;		switch (event->key.keysym.sym)		{		case SDLK_w:			key_state.Up[0] = 0;			key_state.Move[0] = 0;			break;		case SDLK_a:			key_state.Left[0] = 0;			key_state.Move[0] = 0;			break;		case SDLK_s:			key_state.Down[0] = 0;			key_state.Move[0] = 0;			break;		case SDLK_d:			key_state.Right[0] = 0;			key_state.Move[0] = 0;			break;		case SDLK_UP:			key_state.Up[1] = 0;			key_state.Move[1] = 0;			break;		case SDLK_LEFT:			key_state.Left[1] = 0;			key_state.Move[1] = 0;			break;		case SDLK_DOWN:			key_state.Down[1] = 0;			key_state.Move[1] = 0;			break;		case SDLK_RIGHT:			key_state.Right[1] = 0;			key_state.Move[1] = 0;			break;		case SDLK_j:			key_state.Fire[0] = 0;			break;		case SDLK_KP_PERIOD:			key_state.Fire[1] = 0;			break;		case SDLK_ESCAPE:			key_state.Quit = 0;			break;		}		break;	default:		return (1);	}	return (0);}

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