fix turbojump

GitOrigin-RevId: 822e0e0830d4f701c1738732718e7f301a67e6af
This commit is contained in:
Colin McMillen 2019-12-12 15:22:24 -05:00
parent b04d68400b
commit 173efbf4ef

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@ -82,7 +82,8 @@ namespace Jumpy {
// TODO: refactor input to have a virtual "which directions & buttons were being pressed" // TODO: refactor input to have a virtual "which directions & buttons were being pressed"
// instead of complicated if-statements in this function. // instead of complicated if-statements in this function.
void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) { void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) {
if (gamePad[0].IsButtonDown(Buttons.A) && airState == AirState.Ground) { if (gamePad[0].IsButtonDown(Buttons.A) && gamePad[1].IsButtonUp(Buttons.A) &&
airState == AirState.Ground) {
pose = Pose.Jumping; pose = Pose.Jumping;
airState = AirState.Jumping; airState = AirState.Jumping;
jumpTime = 0.5; jumpTime = 0.5;