Basically, I've changed a lot of locations to no longer be passable (such as character dialogues, the dungeon entrance, etc etc).
Then I created a loc_facing variable which will take in the last keystroke of w,a,s,d and spit out the [x,y] coord of the location you are "facing"
From there it was a simple addition to move() to add a condition for the key e, such that pressing e will trigger a checkLocation(loc_facingX, loc_facingY).
A little refactoring done to checkLocation to take in x,y as parameters instead of using avatarX and avatarY, but other than that, a smooth fix / addition that only took about a bit of time.
This branch was entirely to fix #81 .
Basically, I've changed a lot of locations to no longer be passable (such as character dialogues, the dungeon entrance, etc etc).
Then I created a
loc_facing
variable which will take in the last keystroke of w,a,s,d and spit out the [x,y] coord of the location you are "facing"From there it was a simple addition to
move()
to add a condition for the keye
, such that pressinge
will trigger acheckLocation(loc_facingX, loc_facingY)
.A little refactoring done to checkLocation to take in x,y as parameters instead of using avatarX and avatarY, but other than that, a smooth fix / addition that only took about a bit of time.