This avoids having the floor suddenly tilt when the angle changes from 0.9 to 1.
input_set_z(+ANGLE_BOUND * k);
}
-void game_set_ang(int x, int z)
+void game_set_ang(float x, float z)
{
input_set_x(x);
input_set_z(z);
void game_set_goal(void);
-void game_set_ang(int, int);
+void game_set_ang(float, float);
void game_set_pos(int, int);
void game_set_x (float);
void game_set_z (float);
int b;
int s;
- st_angle((int) tilt_get_x(),
- (int) tilt_get_z());
+ st_angle(tilt_get_x(),
+ tilt_get_z());
while (tilt_get_button(&b, &s))
{
shared_stick_basic(id, a, v, bump);
}
-void shared_angle(int id, int x, int z)
+void shared_angle(int id, float x, float z)
{
game_set_ang(x, z);
}
void shared_point(int id, int x, int y, int dx, int dy);
int shared_stick_basic(int id, int a, float v, int bump);
void shared_stick(int id, int a, float v, int bump);
-void shared_angle(int id, int x, int z);
+void shared_angle(int id, float x, float z);
int shared_click(int b, int d);
#endif
state->stick(state->gui_id, a, v, bump);
}
-void st_angle(int x, int z)
+void st_angle(float x, float z)
{
if (state && state->angle)
state->angle(state->gui_id, x, z);
void (*timer)(int id, float dt);
void (*point)(int id, int x, int y, int dx, int dy);
void (*stick)(int id, int a, float v, int bump);
- void (*angle)(int id, int x, int z);
+ void (*angle)(int id, float x, float z);
int (*click)(int b, int d);
int (*keybd)(int c, int d);
int (*buttn)(int b, int d);
void st_timer(float);
void st_point(int, int, int, int);
void st_stick(int, float);
-void st_angle(int, int);
+void st_angle(float, float);
int st_click(int, int);
int st_keybd(int, int);
int st_buttn(int, int);