Implement basic scene switching
Changelog: - Add confirm and exit actions - Exit action used in editor scene - Confirm action for menu scene - Hardcode scene switching in editor and menu scene - Implement scene change function - Scene is not resetted on switch - Incorporate scene switchin into main functionscene_man
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1612b4f648
commit
399c78c200
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@ -2,12 +2,14 @@
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#define __ACTIONS_H
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typedef enum ActionType
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{
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ACTION_UP,
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ACTION_UP=0,
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ACTION_DOWN,
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ACTION_LEFT,
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ACTION_RIGHT,
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ACTION_JUMP,
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ACTION_NEXT_SPAWN,
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ACTION_PREV_SPAWN,
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ACTION_CONFIRM,
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ACTION_EXIT,
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}ActionType_t;
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#endif // __ACTIONS_H
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@ -241,6 +241,14 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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current_spawn_selection &= 1;
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}
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break;
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case ACTION_EXIT:
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if(scene->engine != NULL)
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{
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change_scene(scene->engine, 0);
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}
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break;
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default:
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break;
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}
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}
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}
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@ -272,6 +280,7 @@ void init_level_scene(LevelScene_t *scene)
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sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
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sc_map_put_64(&scene->scene.action_map, KEY_O, ACTION_PREV_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
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scene->data.tilemap.width = DEFAULT_MAP_WIDTH;
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scene->data.tilemap.height = DEFAULT_MAP_HEIGHT;
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@ -1,5 +1,11 @@
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#include "engine.h"
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void change_scene(GameEngine_t *engine, unsigned int idx)
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{
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engine->scenes[engine->curr_scene]->state = SCENE_ENDED;
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engine->curr_scene = idx;
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engine->scenes[engine->curr_scene]->state = SCENE_PLAYING;
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}
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void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func)
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{
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sc_map_init_64(&scene->action_map, 32, 0);
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@ -7,11 +7,11 @@ typedef struct Scene Scene_t;
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typedef struct GameEngine
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{
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Scene_t *scenes;
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Scene_t **scenes;
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unsigned int max_scenes;
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unsigned int curr_scene;
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}GameEngine_t;
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void change_scene(GameEngine_t *engine);
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void change_scene(GameEngine_t *engine, unsigned int idx);
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typedef enum SceneType
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{
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@ -47,6 +47,17 @@ static void menu_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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data->buttons[new_selection].state = STATE_FOCUSED;
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data->selected_comp = new_selection;
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if (action == ACTION_CONFIRM && scene->engine != NULL)
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{
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switch(data->selected_comp)
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{
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case 0:
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change_scene(scene->engine, 1);
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break;
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default:
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break;
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}
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}
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}
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}
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@ -83,6 +94,17 @@ static void gui_loop(Scene_t* scene)
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
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{
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data->buttons[i].pressed = true;
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if (scene->engine != NULL)
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{
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switch(i)
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{
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case 0:
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change_scene(scene->engine, 1);
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break;
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default:
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break;
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}
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}
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}
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data->selected_comp = i;
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}
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@ -126,6 +148,7 @@ void init_menu_scene(MenuScene_t *scene)
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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sc_map_put_64(&scene->scene.action_map, KEY_ENTER, ACTION_CONFIRM);
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}
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void free_menu_scene(MenuScene_t *scene)
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78
main.c
78
main.c
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@ -1,39 +1,97 @@
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#include "raylib.h"
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#include "engine.h"
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#include "scene_impl.h"
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#include <stdio.h>
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#define N_SCENES 3
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Scene_t scenes[N_SCENES];
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unsigned int current_scene;
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Scene_t *scenes[N_SCENES];
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static GameEngine_t engine =
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{
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.scenes = scenes,
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.max_scenes = 2,
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.curr_scene = 0
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};
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenWidth = 1280;
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const int screenHeight = 640;
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static void load_assets(void)
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{
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}
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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//char dir[7];
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sc_queue_init(&key_buffer);
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InitWindow(screenWidth, screenHeight, "raylib");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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init_memory_pools();
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LevelScene_t level_scene;
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init_level_scene(&level_scene);
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level_scene.scene.engine = &engine;
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MenuScene_t menu_scene;
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init_menu_scene(&menu_scene);
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menu_scene.scene.engine = &engine;
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scenes[0] = &menu_scene.scene;
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scenes[1] = &level_scene.scene;
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load_assets();
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change_scene(&engine, 0);
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//Camera2D camera = { 0 };
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//camera.offset = (Vector2){0,0};
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//camera.rotation = 0.0f;
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//camera.zoom = 1.0f;
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while (!WindowShouldClose())
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{
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// TODO: Handle keystrokes/input here
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// TODO: Update Scene here or scene changes
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// This entire key processing relies on the assumption that a pressed key will
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// appear in the polling of raylib
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Scene_t * curr_scene = engine.scenes[engine.curr_scene];
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unsigned int sz = sc_queue_size(&key_buffer);
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// Process any existing pressed key
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for (size_t i=0; i<sz; i++)
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{
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int button = sc_queue_del_first(&key_buffer);
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ActionType_t action = sc_map_get_64(&curr_scene->action_map, button);
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if (IsKeyReleased(button))
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{
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do_action(curr_scene, action, false);
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}
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else
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{
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do_action(curr_scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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}
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// Detect new key presses
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while(true)
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{
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int button = GetKeyPressed();
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if (button == 0) break;
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ActionType_t action = sc_map_get_64(&curr_scene->action_map, button);
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if (!sc_map_found(&curr_scene->action_map)) continue;
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do_action(curr_scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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update_scene(curr_scene);
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update_entity_manager(&curr_scene->ent_manager);
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// This is needed to advance time delta
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BeginDrawing();
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// TODO: Call the current scene Render function
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render_scene(curr_scene);
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ClearBackground(RAYWHITE);
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EndDrawing();
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if (curr_scene->state != SCENE_PLAYING)
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{
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sc_queue_clear(&key_buffer);
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}
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}
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CloseWindow();
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free_level_scene(&level_scene);
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free_menu_scene(&menu_scene);
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sc_queue_term(&key_buffer);
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}
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