@@ -31,17 +31,17 @@ void Player::update()
31
31
{
32
32
previousPosition = position;
33
33
// update player position
34
- if (IsKeyDown (KEY_W) || IsKeyDown (KEY_UP) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_UP)) position.y -= PLAYER_SPEED;
35
- if (IsKeyDown (KEY_S) || IsKeyDown (KEY_DOWN) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_DOWN)) position.y += PLAYER_SPEED;
36
- if (IsKeyDown (KEY_A) || IsKeyDown (KEY_LEFT) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_LEFT)) position.x -= PLAYER_SPEED;
37
- if (IsKeyDown (KEY_D) || IsKeyDown (KEY_RIGHT) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) position.x += PLAYER_SPEED;
34
+ if (IsKeyDown (KEY_W) || IsKeyDown (KEY_UP) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_UP)) position.y -= PLAYER_SPEED * GetFrameTime () ;
35
+ if (IsKeyDown (KEY_S) || IsKeyDown (KEY_DOWN) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_DOWN)) position.y += PLAYER_SPEED * GetFrameTime () ;
36
+ if (IsKeyDown (KEY_A) || IsKeyDown (KEY_LEFT) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_LEFT)) position.x -= PLAYER_SPEED * GetFrameTime () ;
37
+ if (IsKeyDown (KEY_D) || IsKeyDown (KEY_RIGHT) || IsGamepadButtonDown (0 , GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) position.x += PLAYER_SPEED * GetFrameTime () ;
38
38
39
39
// add gamepad support
40
40
if (IsGamepadAvailable (0 )) {
41
41
Vector2 gamepadAxis = { GetGamepadAxisMovement (0 , GAMEPAD_AXIS_LEFT_X), GetGamepadAxisMovement (0 , GAMEPAD_AXIS_LEFT_Y) };
42
42
if (fabs (gamepadAxis.x ) > 0 .1f || fabs (gamepadAxis.y ) > 0 .1f ) {
43
- position.x += gamepadAxis.x * PLAYER_SPEED;
44
- position.y += gamepadAxis.y * PLAYER_SPEED;
43
+ position.x += gamepadAxis.x * PLAYER_SPEED * GetFrameTime () ;
44
+ position.y += gamepadAxis.y * PLAYER_SPEED * GetFrameTime () ;
45
45
}
46
46
}
47
47
0 commit comments