function(dist) {
    var dx = Math.cos(this.dir) * dist;
    var dy = Math.sin(this.dir) * dist;

    // Move the player if they can walk here.
    this.x += (game.map.check(this.x + dx, this.y) <= 0) ? dx : 0;
    this.y += (game.map.check(this.x, this.y + dy) <= 0) ? dy : 0;

    this.steps += dist;

    // Update the position of the audio listener.
    Howler.pos(this.x, this.y, -0.5);
  }
function(dist) {
    var dx = Math.cos(this.dir) * dist;
    var dy = Math.sin(this.dir) * dist;

    // Move the player if they can walk here.
    this.x += (game.map.check(this.x + dx, this.y) <= 0) ? dx : 0;
    this.y += (game.map.check(this.x, this.y + dy) <= 0) ? dy : 0;

    this.steps += dist;

    // Update the position of the audio listener.
    Howler.pos(this.x, this.y, -0.5);
  }
function ( dist ) { var dx = Math . cos ( this . dir ) * dist ; var dy = Math . sin ( this . dir ) * dist ; // Move the player if they can walk here. this . x += ( game . map . check ( this . x + dx , this . y ) <= 0 ) ? dx : 0 ; this . y += ( game . map . check ( this . x , this . y + dy ) <= 0 ) ? dy : 0 ; this . steps += dist ; // Update the position of the audio listener. Howler . pos ( this . x , this . y , - 0.5 ) ; }
Handle walking based on the state of inputs.
@param  {Number} dist Distance to walk based on time elapsed.
Handle walking based on the state of inputs .
Move the player to the next step