Added vim bindings
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@ -27,8 +27,6 @@ void MirrorBallVector(Vector2f* ballVector, Side side, Side playerMovementDirect
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float movementMultiplier = 1.00f;
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if (playerMovementDirection != Side::None && side == Left && side != Top && side != Bottom)
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{
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std::cout << "Changing ball direction" << std::endl;
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movementMultiplier = 1.10f;
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/* Change the ball movement direction depending on the player movement */
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@ -86,7 +84,6 @@ void MirrorBallVector(Vector2f* ballVector, Side side, Side playerMovementDirect
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}
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lastSide = side;
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std::cout << side << std::endl;
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}
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Side BallScreenBoundHit(Vector2f pos, int radius, Birb2D::Window window)
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@ -205,6 +202,7 @@ int main(int argc, char **argv)
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/* Player movement */
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if (event.type == SDL_KEYDOWN)
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{
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std::cout << event.key.keysym.scancode << std::endl;
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switch (event.key.keysym.scancode)
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{
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/* Up arrow */
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@ -212,9 +210,17 @@ int main(int argc, char **argv)
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playerMovementDirection = Side::Up;
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break;
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case (14):
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playerMovementDirection = Side::Up;
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break;
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case (81):
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playerMovementDirection = Side::Down;
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break;
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case (13):
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playerMovementDirection = Side::Down;
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break;
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default:
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playerMovementDirection = Side::None;
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