if(state->jumpable_frames == 0) {
// intentionally left blank.
- } else if(badge_event_current_input_state() & BADGE_EVENT_KEY_UP) {
+ } else if(badge_event_current_input_state() & BADGE_EVENT_KEY_BTN_A) {
state->inertia.y = fixed_point_sub(state->inertia.y, accel_vert);
// fixed_point_neg(move_max.y)
--state->jumpable_frames;
uint8_t new_state = badge_event_new_input_state(ev);
uint8_t new_buttons = new_state & (old_state ^ new_state);
- if((new_buttons & BADGE_EVENT_KEY_UP) && gs.touching_ground) {
+ if((new_buttons & BADGE_EVENT_KEY_BTN_B) && gs.touching_ground) {
gs.jumpable_frames = 8;
}