func (p *PU_Player) ContinueWalk() bool { if g_game.state != GAMESTATE_WORLD { return false } if p == g_game.self { if g_game.lastDirKey != 0 { isDown := sdl.KeyDown(g_game.lastDirKey) if isDown { switch g_game.lastDirKey { case sdl.KEY_UP: p.Walk(DIR_NORTH) case sdl.KEY_DOWN: p.Walk(DIR_SOUTH) case sdl.KEY_LEFT: p.Walk(DIR_WEST) case sdl.KEY_RIGHT: p.Walk(DIR_EAST) } return true } } } return false }
func KeyDown(_key int) bool { return sdl.KeyDown(_key) }