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https://gitlab.com/drummyfish/anarch.git
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Polish controls
This commit is contained in:
parent
5b518b8024
commit
2deac9d7e5
10
game.h
10
game.h
@ -3064,9 +3064,9 @@ void SFG_gameStepPlaying()
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uint8_t shearingOn = SFG_game.settings & 0x04;
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if (SFG_keyIsDown(SFG_KEY_A))
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if (SFG_keyIsDown(SFG_KEY_B))
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{
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if (shearingOn) // A + U/D: shearing (if on)
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if (shearingOn) // B + U/D: shearing (if on)
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{
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if (SFG_keyIsDown(SFG_KEY_UP))
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{
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@ -3105,7 +3105,7 @@ void SFG_gameStepPlaying()
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canSwitchWeapon)
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SFG_playerRotateWeapon(1);
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}
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else if (!SFG_keyIsDown(SFG_KEY_A)) // L/R: turning
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else if (!SFG_keyIsDown(SFG_KEY_B)) // L/R: turning
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{
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if (SFG_keyIsDown(SFG_KEY_LEFT))
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{
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@ -3119,7 +3119,7 @@ void SFG_gameStepPlaying()
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}
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}
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if (!SFG_keyIsDown(SFG_KEY_A) || !shearingOn) // U/D: movement
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if (!SFG_keyIsDown(SFG_KEY_B) || !shearingOn) // U/D: movement
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{
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if (SFG_keyIsDown(SFG_KEY_UP))
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{
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@ -3459,7 +3459,7 @@ void SFG_gameStepPlaying()
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#if SFG_PREVIEW_MODE == 0
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if (
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SFG_keyIsDown(SFG_KEY_B) &&
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SFG_keyIsDown(SFG_KEY_A) &&
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!SFG_keyIsDown(SFG_KEY_C) &&
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(SFG_player.weaponCooldownFrames == 0))
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{
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137
main_csfml.c
137
main_csfml.c
@ -19,6 +19,8 @@
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#include <stdint.h>
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#include <stdio.h>
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#include <SFML/Audio/Types.h>
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#define SFG_SCREEN_RESOLUTION_X 640
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#define SFG_SCREEN_RESOLUTION_Y 480
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@ -29,6 +31,7 @@
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#define WINDOW_SIZE (SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y)
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#include "game.h"
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#include "sounds.h"
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uint32_t windowPixels[WINDOW_SIZE];
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@ -39,55 +42,26 @@ sfRenderWindow* window;
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int8_t SFG_keyPressed(uint8_t key)
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{
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#define k(x) sfKeyboard_isKeyPressed(x)
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#define k(x) sfKeyboard_isKeyPressed(sfKey ## x)
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switch (key)
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{
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case SFG_KEY_UP:
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return k(sfKeyW) || k(sfKeyUp) || k(sfKeyNum8);
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case SFG_KEY_UP: return k(W) || k(Up) || k(Num8); break;
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case SFG_KEY_RIGHT: return k(E) || k(Right) || k(Num6);
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break;
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case SFG_KEY_RIGHT:
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return k(sfKeyE) || k(sfKeyRight) || k(sfKeyNum6);
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break;
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case SFG_KEY_DOWN:
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return k(sfKeyS) || k(sfKeyDown) || k(sfKeyNum5) || k (sfKeyNum2);
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break;
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case SFG_KEY_LEFT:
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return k(sfKeyQ) || k(sfKeyLeft) || k(sfKeyNum4);
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break;
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return k(S) || k(Down) || k(Num5) || k (Num2); break;
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case SFG_KEY_LEFT: return k(Q) || k(Left) || k(Num4); break;
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case SFG_KEY_A:
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return k(sfKeyG) || k(sfKeyReturn) || k(sfKeyLShift);
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break;
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case SFG_KEY_B:
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return k(sfKeyH) || k(sfKeyLControl) || k(sfKeyRControl)
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|| sfMouse_isButtonPressed(sfMouseLeft);
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break;
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case SFG_KEY_C:
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return k(sfKeyJ);
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break;
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case SFG_KEY_JUMP:
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return k(sfKeySpace);
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break;
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case SFG_KEY_STRAFE_LEFT:
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return k(sfKeyA) || k(sfKeyNum7);
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break;
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case SFG_KEY_STRAFE_RIGHT:
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return k(sfKeyD) || k(sfKeyNum9);
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break;
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case SFG_KEY_MAP:
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return k(sfKeyTab);
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break;
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return k(J) || k(Return) || k(LShift); break;
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case SFG_KEY_B: return k(K) || k(LControl) || k(RControl)
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|| sfMouse_isButtonPressed(sfMouseLeft); break;
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case SFG_KEY_C: return k(L); break;
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case SFG_KEY_JUMP: return k(Space); break;
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case SFG_KEY_STRAFE_LEFT: return k(A) || k(Num7); break;
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case SFG_KEY_STRAFE_RIGHT: return k(D) || k(Num9); break;
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case SFG_KEY_MAP: return k(Tab); break;
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case SFG_KEY_CYCLE_WEAPON: return k(F);
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case SFG_KEY_TOGGLE_FREELOOK:
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return sfMouse_isButtonPressed(sfMouseRight);
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break;
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@ -122,20 +96,19 @@ int8_t SFG_keyPressed(uint8_t key)
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*/
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break;
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case SFG_KEY_MENU:
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return sfKeyboard_isKeyPressed(sfKeyEscape);
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break;
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case SFG_KEY_MENU: return sfKeyboard_isKeyPressed(sfKeyEscape); break;
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default: return 0; break;
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#undef k
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}
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return 0;
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}
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void SFG_getMouseOffset(int16_t *x, int16_t *y)
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{
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sfVector2u s = sfWindow_getSize(window);
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sfVector2i p = sfMouse_getPosition(window);
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sfVector2u s = sfWindow_getSize((const sfWindow *) window);
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sfVector2i p = sfMouse_getPosition((const sfWindow *) window);
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s.x /= 2;
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s.y /= 2;
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@ -146,7 +119,7 @@ void SFG_getMouseOffset(int16_t *x, int16_t *y)
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p.x = s.x;
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p.y = s.y;
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sfMouse_setPosition(p,window);
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sfMouse_setPosition(p,(const sfWindow *) window);
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}
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uint32_t SFG_getTimeMs()
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@ -166,9 +139,6 @@ void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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windowPixels[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB32[colorIndex];
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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}
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void SFG_enableMusic(uint8_t enable)
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{
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@ -180,11 +150,51 @@ void SFG_processEvent(uint8_t event, uint8_t data)
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void SFG_save(uint8_t data[SFG_SAVE_SIZE])
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{
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FILE *f = fopen("anarch.sav","wb");
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if (f == NULL)
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return;
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fwrite(data,1,SFG_SAVE_SIZE,f);
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fclose(f);
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}
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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{
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return 0;
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FILE *f = fopen("anarch.sav","rb");
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if (f != NULL)
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{
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fread(data,1,SFG_SAVE_SIZE,f);
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fclose(f);
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}
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return 1;
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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}
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sfInputStream soundStream;
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uint64_t soundPos = 0;
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sfInt64 soundRead(void* data, sfInt64 size, void* userData)
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{
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soundPos += size;
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return size;
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}
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sfInt64 soundSize(void* userData)
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{
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return 100;
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}
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int main()
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@ -194,6 +204,14 @@ int main()
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clock = sfClock_create();
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sfClock_restart(clock);
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SFG_init();
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for (int i = 0; i < 256; ++i) // precompute RGB palette
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@ -212,8 +230,11 @@ int main()
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window = sfRenderWindow_create(mode, "Anarch", sfResize | sfClose, NULL);
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sfSprite_setTexture(windowSprite, windowTexture, sfTrue);
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sfWindow_setMouseCursorVisible(window,sfFalse);
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sfWindow_setVerticalSyncEnabled(window,sfFalse);
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sfWindow_setMouseCursorVisible((sfWindow *) window,sfFalse);
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sfWindow_setVerticalSyncEnabled((sfWindow *) window,sfFalse);
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uint32_t lastAudioUpdate = 0;
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while (sfRenderWindow_isOpen(window))
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{
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@ -224,10 +245,11 @@ int main()
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if (!SFG_mainLoopBody())
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break;
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sfTexture_updateFromPixels(windowTexture,windowPixels,SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
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sfTexture_updateFromPixels(windowTexture,(const sfUint8 *) windowPixels,SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
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sfRenderWindow_clear(window, sfBlack);
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sfRenderWindow_drawSprite(window, windowSprite, NULL);
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sfRenderWindow_display(window);
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}
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sfSprite_destroy(windowSprite);
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@ -235,5 +257,6 @@ int main()
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sfRenderWindow_destroy(window);
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sfClock_destroy(clock);
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return 0;
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}
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@ -208,10 +208,10 @@ int8_t SFG_keyPressed(uint8_t key)
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case SFG_KEY_RIGHT: return k(RIGHT) || k(E) || k(KP_6); break;
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case SFG_KEY_DOWN: return k(DOWN) || k(S) || k(KP_5) || k(KP_2); break;
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case SFG_KEY_LEFT: return k(LEFT) || k(Q) || k(KP_4); break;
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case SFG_KEY_A: return k(G) || k(RETURN) || k(LSHIFT); break;
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case SFG_KEY_B: return k(H) || k(LCTRL) || k(RCTRL) ||
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case SFG_KEY_A: return k(J) || k(RETURN) || k(LSHIFT); break;
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case SFG_KEY_B: return k(K) || k(LCTRL) || k(RCTRL) ||
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sdlMouseButtonState & SDL_BUTTON_LMASK; break;
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case SFG_KEY_C: return k(J); break;
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case SFG_KEY_C: return k(L); break;
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case SFG_KEY_JUMP: return k(SPACE); break;
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case SFG_KEY_STRAFE_LEFT: return k(A) || k(KP_7); break;
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case SFG_KEY_STRAFE_RIGHT: return k(D) || k(KP_9); break;
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@ -111,18 +111,18 @@ controls:
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- arrows, numpad, [W] [S] [A] [D] [Q] [R]: movement
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- mouse: rotation, [LMB] shoot, [RMB] toggle free look, wheel weapon change
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- [SPACE]: jump
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- [G] [RETURN] [SHIFT]: game A button (confirm, strafe)
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- [H] [CTRL]: game B button (cancel, shoot)
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- [O] [P] [X] [Y] [Z]: change weapons
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- [J] [RETURN] [SHIFT]: game A button (confirm, shoot)
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- [K] [CTRL]: game B button (cancel, strafe, look)
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- [L] [P] [X] [Y] [Z]: change weapons
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- [TAB]: map
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- [ESCAPE]: menu
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general controls:
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- arrows: movement
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- A: confirm
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A + arrows: strafe, look up/down
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- B: cancel, shoot
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- A: confirm, shoot
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- B: cancel
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B + arrows: strafe, look up/down
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- C:
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C + UP: jump
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C + DOWN: menu
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