equal
deleted
inserted
replaced
216 } |
216 } |
217 |
217 |
218 if (!isGameRunning) |
218 if (!isGameRunning) |
219 return; |
219 return; |
220 |
220 |
|
221 if (HW_isWaiting()) |
|
222 HW_shoot(); |
|
223 |
221 UIButton *theButton = (UIButton *)sender; |
224 UIButton *theButton = (UIButton *)sender; |
222 |
|
223 switch (theButton.tag) { |
225 switch (theButton.tag) { |
224 case 0: |
226 case 0: |
225 if (isAttacking == NO) |
227 if (isAttacking == NO) |
226 HW_walkLeft(); |
228 HW_walkLeft(); |
227 break; |
229 break; |
365 NSSet *allTouches = [event allTouches]; |
367 NSSet *allTouches = [event allTouches]; |
366 CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
368 CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
367 |
369 |
368 switch ([allTouches count]) { |
370 switch ([allTouches count]) { |
369 case 1: |
371 case 1: |
|
372 // this dismisses the "get ready" |
|
373 if (HW_isWaiting()) |
|
374 HW_shoot(); |
|
375 |
370 // if we're in the menu we just click in the point |
376 // if we're in the menu we just click in the point |
371 if (HW_isAmmoOpen()) { |
377 if (HW_isAmmoOpen()) { |
372 HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
378 HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
373 // this click doesn't need any wrapping because the ammoMenu already limits the cursor |
379 // this click doesn't need any wrapping because the ammoMenu already limits the cursor |
374 HW_click(); |
380 HW_click(); |