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authorTeddy Wing2015-10-04 14:16:14 -0400
committerTeddy Wing2015-10-04 14:16:14 -0400
commit69587e1338a2c54596b0c3bbeb414479368c6b7a (patch)
treec009d2cb324ef8289118a2d8b634d0b540ce9fd5 /autoload/space_vlaze/mappings.vim
parent9b09b6d8bacdc48858e82ce072fe8e33db8558a9 (diff)
downloadvim-space-vlaze-69587e1338a2c54596b0c3bbeb414479368c6b7a.tar.bz2
Add player movement (WIP)
Kind of add player movement. TODO: Update player coordinates when moving * Add a main game loop to `space_vlaze#game#Init` * Fill in player directional movement functions * game.vim: Add functions to access and set `s:` variables so these can be accessed from player.vim * Add new mappings based on https://github.com/mattn/invader-vim/blob/f04e7f5e8ac42ae87db6050e64449055206c4054/plugin/invader.vim#L44-L60 because it turns out that the mappings we previously defined don't work when out main loop is running.
Diffstat (limited to 'autoload/space_vlaze/mappings.vim')
-rw-r--r--autoload/space_vlaze/mappings.vim21
1 files changed, 21 insertions, 0 deletions
diff --git a/autoload/space_vlaze/mappings.vim b/autoload/space_vlaze/mappings.vim
index 65cfe6e..9194eb0 100644
--- a/autoload/space_vlaze/mappings.vim
+++ b/autoload/space_vlaze/mappings.vim
@@ -7,3 +7,24 @@ function! space_vlaze#mappings#Initialize()
nnoremap <silent><buffer> l :call space_vlaze#player#MoveRight()<cr>
nnoremap <silent><buffer> <space> :call space_vlaze#player#FireBlasters()<cr>
endfunction
+
+
+function! space_vlaze#mappings#Listen()
+ let c = nr2char(getchar(0))
+
+ if c ==# 'q'
+ call space_vlaze#game#Quit()
+ elseif c ==# 'p'
+ call space_vlaze#game#Pause()
+ elseif c ==# 'h'
+ call space_vlaze#player#MoveLeft()
+ elseif c ==# 'j'
+ call space_vlaze#player#MoveDown()
+ elseif c ==# 'k'
+ call space_vlaze#player#MoveUp()
+ elseif c ==# 'l'
+ call space_vlaze#player#MoveRight()
+ elseif c ==# '\<space>'
+ call space_vlaze#player#FireBlasters()
+ endif
+endfunction