85 lines
2.1 KiB
Plaintext
85 lines
2.1 KiB
Plaintext
; In this file, we handle alle the events
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Procedure HandleEventMenu()
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If KeyboardReleased(#PB_Key_Up)
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PlaySound(0, #PB_Sound_MultiChannel)
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Menu_GotoCurrent()
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*ActiveMenu\Entries()\Selected = #False
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If ListIndex(*ActiveMenu\Entries()) = 0
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LastElement(*ActiveMenu\Entries())
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Else
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PreviousElement(*ActiveMenu\Entries())
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EndIf
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*ActiveMenu\Entries()\Selected = #True
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EndIf
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If KeyboardReleased(#PB_Key_Down)
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PlaySound(0, #PB_Sound_MultiChannel)
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Menu_GotoCurrent()
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*ActiveMenu\Entries()\Selected = #False
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If ListIndex(*ActiveMenu\Entries()) = (ListSize(*ActiveMenu\Entries())-1)
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FirstElement(*ActiveMenu\Entries())
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Else
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NextElement(*ActiveMenu\Entries())
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EndIf
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*ActiveMenu\Entries()\Selected = #True
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EndIf
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; We go to the target game state
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If KeyboardReleased(#PB_Key_Return)
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PlaySound(1, #PB_Sound_MultiChannel)
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Menu_GotoCurrent()
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CurrentState = *ActiveMenu\Entries()\TargetState
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*ActiveMenu.GameMenu = Menus(CurrentState)
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EndIf
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EndProcedure
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Procedure HandleEventRunningGame()
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If KeyboardReleased(#PB_Key_Q)
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CurrentState = "MAIN_MENU"
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*ActiveMenu.GameMenu = Menus(CurrentState)
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EndIf
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; Player movement
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If KeyboardReleased(#PB_Key_Left) And Player\X > 0
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Player\X-1
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; Camera positioning
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If Player\X < (Cam\X + Cam\Padding) And Cam\X > 0
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Cam\X - 1
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EndIf
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EndIf
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If KeyboardReleased(#PB_Key_Right) And Player\X < #MAP_WIDTH-1
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Player\X+1
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; Camera positioning
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If Player\X > (Cam\X + Cam\Width - Cam\Padding) And (Cam\X + Cam\Width) < #MAP_WIDTH-1
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Cam\X + 1
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EndIf
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EndIf
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If KeyboardReleased(#PB_Key_Up) And Player\Y > 0
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Player\Y-1
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; Camera positioning
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If Player\Y< (Cam\Y + Cam\Padding) And Cam\Y > 0
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Cam\Y - 1
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EndIf
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EndIf
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If KeyboardReleased(#PB_Key_Down) And Player\Y < #MAP_HEIGHT-1
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Player\Y+1
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; Camera positioning
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If Player\Y > (Cam\Y + Cam\Height - Cam\Padding) And (Cam\Y + Cam\Height) < #MAP_HEIGHT-1
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Cam\Y + 1
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EndIf
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EndIf
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EndProcedure |