feat: add player gold
This commit is contained in:
@@ -1 +1,2 @@
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HEALTH_MAX = 100
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HEALTH_MAX = 100
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START_GOLD = 0
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+3
-1
@@ -101,6 +101,7 @@ typedef struct {
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Physics physics;
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Physics physics;
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float rotation;
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float rotation;
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int health;
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int health;
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int gold;
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} Player;
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} Player;
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typedef enum { BOAT, ENEMIES_TEX_COUNT } enemiesTextureID;
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typedef enum { BOAT, ENEMIES_TEX_COUNT } enemiesTextureID;
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@@ -250,7 +251,8 @@ void RenderProjectiles(Projectiles *projectiles);
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void CheckPlayerCollisions(Player *player, Enemies *enemies);
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void CheckPlayerCollisions(Player *player, Enemies *enemies);
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void CheckEnemyCollisions(Enemies *enemies);
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void CheckEnemyCollisions(Enemies *enemies);
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void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies, Player *player);
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void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies,
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Player *player);
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void InitGame(App *app);
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void InitGame(App *app);
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void UpdateGame(App *app);
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void UpdateGame(App *app);
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@@ -82,6 +82,7 @@ void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies,
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
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enemyPos, enemiesCollisionRadius)) {
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enemyPos, enemiesCollisionRadius)) {
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player->gold += 20;
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Rectangle cameraRec = GetCameraRectangle();
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Rectangle cameraRec = GetCameraRectangle();
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enemies->physics[j].position =
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enemies->physics[j].position =
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GetPositionOutsideRectangle(cameraRec, 100, 1000);
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GetPositionOutsideRectangle(cameraRec, 100, 1000);
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@@ -6,8 +6,10 @@ void RenderOverlay(Mouse *mouse) {
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// Health
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// Health
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Player *player = GetPlayer();
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Player *player = GetPlayer();
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const char *healthText = TextFormat("%d", player->health);
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const char *text = TextFormat("Health: %i\n"
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DrawText(healthText, 0, 0, 25, WHITE);
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"Gold: %i\n",
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player->health, player->gold);
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DrawText(text, 0, 0, 25, WHITE);
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// Mouse
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// Mouse
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Rectangle mouseRectangle = (Rectangle){0, 0, mouse->cursorTexture.width,
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Rectangle mouseRectangle = (Rectangle){0, 0, mouse->cursorTexture.width,
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+78
-99
@@ -1,135 +1,114 @@
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#include "app.h"
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#include "app.h"
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#include "engine.h"
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const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = {
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const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = {
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{"assets/ship_start.png", 16.0f, 16.0f, 0.0f}
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{"assets/ship_start.png", 16.0f, 16.0f, 0.0f}};
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};
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float playerSpeeds[SPEED_COUNT] = {
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float playerSpeeds[SPEED_COUNT] = {0.0f, 5.0f, 10.0f};
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0.0f,
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5.0f,
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10.0f
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};
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Config config;
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Config config;
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playerSpeedID GetPlayerSpeedID(float speed) {
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playerSpeedID GetPlayerSpeedID(float speed) {
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for (int i = 0; i < SPEED_COUNT; i++) {
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for (int i = 0; i < SPEED_COUNT; i++) {
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if (playerSpeeds[i] == speed) {
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if (playerSpeeds[i] == speed) {
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return (playerSpeedID)i;
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return (playerSpeedID)i;
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}
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}
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}
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return ANCHOR;
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}
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return ANCHOR;
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}
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}
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Player* GetPlayer(void)
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Player *GetPlayer(void) {
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{
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static Player player;
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static Player player;
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return &player;
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return &player;
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}
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}
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void CreatePlayer(void)
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void CreatePlayer(void) {
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{
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InitConfig(&config, "config/player.ini");
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InitConfig(&config, "config/player.ini");
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int PLAYER_HEALTH_MAX = GetConfigInt(&config, "HEALTH_MAX");
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int PLAYER_HEALTH_MAX = GetConfigInt(&config, "HEALTH_MAX");
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int START_GOLD = GetConfigInt(&config, "START_GOLD");
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TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
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TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
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Texture2D texture = LoadTexture(startShipAsset.path);
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float frameWidth = startShipAsset.frameWidth;
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float rotation = startShipAsset.rotation;
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Sprite playerSprite = {
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Texture2D texture = LoadTexture(startShipAsset.path);
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.texture = texture,
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float frameWidth = startShipAsset.frameWidth;
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.frameSize = {frameWidth, frameWidth},
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float rotation = startShipAsset.rotation;
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.origin = {frameWidth / 2, frameWidth / 2},
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.rotation = rotation,
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.color = WHITE
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};
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Animation playerAnimation = {
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Sprite playerSprite = {.texture = texture,
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.state = 1,
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.frameSize = {frameWidth, frameWidth},
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.currentFrame = 0,
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.maxFrame = 3,
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.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.framesCounter = 0,
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.origin = {frameWidth / 2, frameWidth / 2},
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.framesSpeed = 0.0f,
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.rotation = rotation,
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.animTimer = 0.0f
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.color = WHITE};
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};
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Animation playerAnimation = {.state = 1,
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.currentFrame = 0,
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.maxFrame = 3,
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.framesCounter = 0,
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.framesSpeed = 0.0f,
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.animTimer = 0.0f};
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Physics playerPhysics = {
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Physics playerPhysics = {.position = (Vector2){0.0f, 0.0f},
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.position = (Vector2){0.0f,0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = playerSpeeds[ANCHOR],
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.speed = playerSpeeds[ANCHOR],
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.weight = 10.0f};
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.weight = 10.0f
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};
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Player* player = GetPlayer();
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*player = (Player){
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.sprite = playerSprite,
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.animation = playerAnimation,
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.physics = playerPhysics,
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.rotation = rotation,
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.health = PLAYER_HEALTH_MAX
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};
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Player *player = GetPlayer();
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*player = (Player){.sprite = playerSprite,
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.animation = playerAnimation,
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.physics = playerPhysics,
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.rotation = rotation,
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.health = PLAYER_HEALTH_MAX,
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.gold = START_GOLD};
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}
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}
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void UpdatePlayer(void)
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void UpdatePlayer(void) {
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{
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Player *player = GetPlayer();
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Player* player = GetPlayer();
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if (IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)) {
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if(IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)){
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if (player->physics.speed < playerSpeeds[FAST_AHEAD]) {
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if(player->physics.speed < playerSpeeds[FAST_AHEAD]){
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if (player->physics.speed < playerSpeeds[SLOW_AHEAD]) {
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if(player->physics.speed < playerSpeeds[SLOW_AHEAD]){
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player->physics.speed = playerSpeeds[SLOW_AHEAD];
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player->physics.speed = playerSpeeds[SLOW_AHEAD];
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} else {
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}
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player->physics.speed = playerSpeeds[FAST_AHEAD];
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else {
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}
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player->physics.speed = playerSpeeds[FAST_AHEAD];
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}
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}
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}
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}
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}
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if(IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)){
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if (IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)) {
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if(player->physics.speed > playerSpeeds[ANCHOR]){
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if (player->physics.speed > playerSpeeds[ANCHOR]) {
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if(player->physics.speed > playerSpeeds[SLOW_AHEAD]){
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if (player->physics.speed > playerSpeeds[SLOW_AHEAD]) {
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player->physics.speed = playerSpeeds[SLOW_AHEAD];
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player->physics.speed = playerSpeeds[SLOW_AHEAD];
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}
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} else {
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else {
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player->physics.speed = playerSpeeds[ANCHOR];
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player->physics.speed = playerSpeeds[ANCHOR];
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}
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}
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}
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}
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player->sprite.sourceRec.x = 16.0f * GetPlayerSpeedID(player->physics.speed);
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}
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}
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player->sprite.sourceRec.x = 16.0f * GetPlayerSpeedID(player->physics.speed);
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float rotationSpeed = 50.0f;
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if (player->physics.speed > playerSpeeds[ANCHOR]) {
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float rotationSpeed = 50.0f;
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if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
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player->rotation -= rotationSpeed * GetFrameTime();
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}
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if (player->physics.speed > playerSpeeds[ANCHOR]){
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if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
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player->rotation += rotationSpeed * GetFrameTime();
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}
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}
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if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
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player->sprite.rotation = player->rotation;
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player->rotation -= rotationSpeed * GetFrameTime();
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}
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if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
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Vector2 dir = RotationToVector2(player->rotation - 90.0f);
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player->rotation += rotationSpeed * GetFrameTime();
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}
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}
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player->sprite.rotation = player->rotation;
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UpdatePhysics(&player->physics, dir);
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UpdateSpriteDestRec(&player->sprite, &player->physics.position);
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Vector2 dir = RotationToVector2(player->rotation - 90.0f);
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UpdatePhysics(&player->physics, dir);
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UpdateSpriteDestRec(&player->sprite, &player->physics.position);
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}
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}
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void RenderPlayer(void){
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void RenderPlayer(void) {
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Player* player = GetPlayer();
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Player *player = GetPlayer();
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RenderSprite(&player->sprite);
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RenderSprite(&player->sprite);
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}
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}
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