Implement key controls to scene
Changelog: - Add double buffer to handle key presses and release - Add more actions - Update action mapping of level scene - Implement action function for level scene - Remove action queue for Scene struct. This is handled by raylib and the game engine - Update scene struct with action function fieldscene_man
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b05dfe6fde
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3a99dafcd4
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@ -2,6 +2,9 @@
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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,
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ACTION_DOWN,
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ACTION_LEFT,
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ACTION_RIGHT,
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}ActionType_t;
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#endif // __ACTIONS_H
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10
scene.c
10
scene.c
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@ -1,14 +1,14 @@
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#include "scene.h"
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void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_func)
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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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sc_queue_init(&scene->action_queue);
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sc_array_init(&scene->systems);
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init_entity_manager(&scene->ent_manager);
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scene->scene_type = scene_type;
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scene->render_function = render_func;
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scene->action_function = action_func;
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scene->paused = false;
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scene->has_ended = false;
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}
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@ -16,7 +16,6 @@ void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_fun
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void free_scene(Scene_t *scene)
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{
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sc_map_term_64(&scene->action_map);
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sc_queue_term(&scene->action_queue);
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sc_array_term(&scene->systems);
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free_entity_manager(&scene->ent_manager);
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}
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@ -35,8 +34,7 @@ inline void render_scene(Scene_t *scene)
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scene->render_function(scene);
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}
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inline void queue_action(Scene_t *scene, ActionType_t action)
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inline void do_action(Scene_t *scene, ActionType_t action, bool pressed)
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{
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sc_queue_add_last(&scene->action_queue, action);
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scene->action_function(scene, action, pressed);
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}
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8
scene.h
8
scene.h
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@ -10,14 +10,15 @@ typedef enum SceneType
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typedef struct Scene Scene_t;
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typedef void(*system_func_t)(Scene_t *);
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typedef void(*action_func_t)(Scene_t *, ActionType_t, bool);
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sc_array_def(system_func_t, systems);
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struct Scene
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{
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struct sc_map_64 action_map; // key -> actions
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struct sc_queue_64 action_queue;
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struct sc_array_systems systems;
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system_func_t render_function;
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action_func_t action_function;
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EntityManager_t ent_manager;
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SceneType_t scene_type;
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void * scene_data;
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@ -25,11 +26,12 @@ struct Scene
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bool has_ended;
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};
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// Inline functions, for convenience
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extern void update_scene(Scene_t *scene);
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extern void render_scene(Scene_t *scene);
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extern void queue_action(Scene_t *scene, ActionType_t action);
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extern void do_action(Scene_t *scene, ActionType_t action, bool pressed);
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void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_func);
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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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void free_scene(Scene_t *scene);
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#endif // __SCENE_H
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36
scene_impl.c
36
scene_impl.c
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@ -58,16 +58,50 @@ static void screen_bounce_system(Scene_t *scene)
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}
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void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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CTransform_t *p_ctransform = get_component(&scene->ent_manager, data->player, CTRANSFORM_COMP_T);
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Vector2 dir = {0, 0};
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if (pressed)
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{
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switch(action)
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{
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case ACTION_UP:
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dir.y -= 1;
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break;
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case ACTION_DOWN:
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dir.y += 1;
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break;
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case ACTION_LEFT:
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dir.x -= 1;
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break;
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case ACTION_RIGHT:
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dir.x += 1;
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break;
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}
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}
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p_ctransform->accel.x = dir.x * 500;
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p_ctransform->accel.y = dir.y * 500;
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}
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void init_level_scene(LevelScene_t *scene)
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{
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func);
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
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scene->scene.scene_data = &scene->data;
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scene->data.player = NULL;
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &screen_bounce_system);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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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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}
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void free_level_scene(LevelScene_t *scene)
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{
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free_scene(&scene->scene);
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59
scene_test.c
59
scene_test.c
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@ -3,28 +3,75 @@
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#include <stdio.h>
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#include <unistd.h>
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// Use double buffer to handle key presses
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// Can do single buffer, but need careful handling
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unsigned int curr_keybuf = 0;
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unsigned int next_keybuf = 1;
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struct sc_queue_32 key_buffer[2];
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int main(void)
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{
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sc_queue_init(key_buffer);
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sc_queue_init(key_buffer + 1);
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InitWindow(320, 240, "raylib");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60);
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init_memory_pools();
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LevelScene_t scene;
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init_level_scene(&scene);
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Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG);
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scene.data.player = p_ent;
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CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
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p_bbox->size.x = 30;
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p_bbox->size.y = 30;
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CTransform_t * p_ctran = (CTransform_t *)add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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p_ctran->accel.x = 200;
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p_ctran->accel.y = 100;
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add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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update_entity_manager(&scene.scene.ent_manager);
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for (size_t step = 0; step < 6000; step++)
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{
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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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// Process any existing pressed key
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while (!sc_queue_empty(key_buffer + curr_keybuf))
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{
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int button = sc_queue_del_first(key_buffer + curr_keybuf);
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (IsKeyReleased(button))
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{
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do_action(&scene.scene, action, false);
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}
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else
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{
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do_action(&scene.scene, action, true);
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sc_queue_add_last(key_buffer + next_keybuf, 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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printf("Button pressed: %d\n", button);
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if (button == 0) break;
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (!sc_map_found(&scene.scene.action_map)) continue;
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printf("Action mapped: %d\n", action);
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do_action(&scene.scene, action, true);
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sc_queue_add_last(key_buffer + next_keybuf, button);
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}
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// Swap keystroke buffer;
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{
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unsigned int tmp = curr_keybuf;
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curr_keybuf = next_keybuf;
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next_keybuf = tmp;
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}
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printf("Step %lu\n", step);
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update_scene(&scene.scene);
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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(&scene.scene);
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ClearBackground(RAYWHITE);
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EndDrawing();
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@ -32,4 +79,6 @@ int main(void)
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}
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CloseWindow();
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free_level_scene(&scene);
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sc_queue_term(key_buffer);
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sc_queue_term(key_buffer + 1);
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}
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