}
private boolean checkSwim() {
- return (CaveGame.TOUCH && Items.isFluid(gameProc.world.getForeMap((int)(gameProc.player.position.x+gameProc.player.width/2)/16,
+ return (Items.isFluid(gameProc.world.getForeMap((int)(gameProc.player.position.x+gameProc.player.width/2)/16,
(int)(gameProc.player.position.y+gameProc.player.height/4*3)/16)));
}
case Input.Keys.A:
gameProc.player.moveX.x = -GamePhysics.PL_SPEED;
gameProc.player.dir = 0;
+ if (CaveGame.TOUCH && checkSwim()) gameProc.swim = true;
break;
case Input.Keys.D:
gameProc.player.moveX.x = GamePhysics.PL_SPEED;
gameProc.player.dir = 1;
+ if (CaveGame.TOUCH && checkSwim()) gameProc.swim = true;
break;
}
} else if (CaveGame.TOUCH){
switch (keycode) {
case Input.Keys.A: case Input.Keys.D:
gameProc.player.moveX.x = 0;
- if (gameProc.swim) gameProc.swim = false;
+ if (CaveGame.TOUCH && gameProc.swim) gameProc.swim = false;
break;
case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT: