You are on page 1of 1

while (window.

isOpen()) {

deltaTime = clock.restart().asSeconds();

sf::Event evnt;
while (window.pollEvent(evnt)) {
switch (evnt.type) {
case sf::Event::Closed:
window.close();
break;
case sf::Event::KeyPressed:
movement.x = 0.0f;
movement.y = 0.0f;
currentPos = player.getBodyPosition();
/* player.getBodyPosition() points to this in Player
class:
sf::Vector2f Player::getBodyPosition() { return
body.getPosition(); }
*/

if (evnt.key.code == sf::Keyboard::W) {
movement.x -= speed * deltaTime;
}
if (evnt.key.code == sf::Keyboard::S) {
movement.x -= speed * deltaTime;
}
if (evnt.key.code == sf::Keyboard::A) {
if (currentPos.x > 0) movement.x -= speed * deltaTime;
}
if (evnt.key.code == sf::Keyboard::D) {
if (currentPos.x < 572) movement.x += speed * deltaTime;
}
break;
case sf::Event::KeyReleased:
movement.x = 0.0f;
movement.y = 0.0f;
}
}

chrPos.setString("x:" + std::to_string(currentPos.x) + "px | y:" +


std::to_string(currentPos.y));
player.Update(deltaTime, movement);
window.clear();

for (int n = 0; n < levelParts.size(); n++) {


levelParts[n].Draw(window);
}

window.draw(text);
window.draw(chrPos);
player.Draw(window);
window.display();

You might also like