fix bug where interactive movement was using the fast move implementation instead of the interactive one
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@ -278,7 +278,7 @@ auto input_handler::toggle_camera_projection() const -> void
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auto input_handler::move_block_nor() -> void
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{
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const puzzle& current = state.get_current_state();
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const std::optional<puzzle>& next = current.try_move_block_at_fast(sel_x, sel_y, nor);
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const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, nor);
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if (!next) {
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return;
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}
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@ -290,7 +290,7 @@ auto input_handler::move_block_nor() -> void
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auto input_handler::move_block_wes() -> void
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{
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const puzzle& current = state.get_current_state();
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const std::optional<puzzle>& next = current.try_move_block_at_fast(sel_x, sel_y, wes);
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const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, wes);
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if (!next) {
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return;
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}
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@ -302,7 +302,7 @@ auto input_handler::move_block_wes() -> void
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auto input_handler::move_block_sou() -> void
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{
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const puzzle& current = state.get_current_state();
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const std::optional<puzzle>& next = current.try_move_block_at_fast(sel_x, sel_y, sou);
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const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, sou);
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if (!next) {
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return;
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}
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@ -314,7 +314,7 @@ auto input_handler::move_block_sou() -> void
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auto input_handler::move_block_eas() -> void
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{
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const puzzle& current = state.get_current_state();
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const std::optional<puzzle>& next = current.try_move_block_at_fast(sel_x, sel_y, eas);
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const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, eas);
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if (!next) {
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return;
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}
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