Added basic event listener. Game state and player use events.
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@@ -0,0 +1,63 @@
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package game
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import "core:fmt"
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import rl "vendor:raylib"
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game_poll_events :: proc() -> Actions {
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actions := Actions{}
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// @TODO: Escape key is weird, is it wayland/x11 or linux or something else??
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actions.pause_pressed = rl.IsKeyPressed(.TAB)
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input_dir := rl.Vector2{0,0}
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if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { input_dir.y -= 1 }
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if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { input_dir.y += 1 }
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if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) { input_dir.x -= 1 }
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if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) { input_dir.x += 1 }
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// @TODO gamepad merging would go here too, same as before
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GAMEPAD :: 1
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if rl.IsGamepadAvailable(GAMEPAD) {
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rl.HideCursor()
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// D-pad (buttons) — same digital feel as WASD
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_UP) { input_dir.y -= 1 }
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_DOWN) { input_dir.y += 1 }
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_LEFT) { input_dir.x -= 1 }
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_RIGHT) { input_dir.x += 1 }
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// Left analog stick, with a deadzone
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stick_x := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_X)
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stick_y := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_Y)
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DEADZONE :: 0.25
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if abs(stick_x) > DEADZONE do input_dir.x += stick_x
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if abs(stick_y) > DEADZONE do input_dir.y += stick_y
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}
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if input_dir.x != 0 || input_dir.y != 0 {
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input_dir = rl.Vector2Normalize(input_dir)
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}
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actions.move_dir = input_dir
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actions.attack_pressed = rl.IsMouseButtonPressed(.LEFT)
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return actions
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}
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// @TESTING
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// if rl.IsMouseButtonPressed(.LEFT) {
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// mouse_pos := rl.GetMousePosition()
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// screen_space := window_to_screen(mouse_pos)
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// x := screen_to_world(screen_space, camera)
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// fmt.printf("Mouse pos -> world pos: %v\n", x)
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// v := world_to_screen(x, camera)
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// fmt.printf("world pos -> screen pos: %v\n", v)
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// y := world_to_grid(x)
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// fmt.printf("Mouse pos -> grid coord: %v\n", y)
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// z := grid_to_world(y[0], y[1])
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// fmt.printf("grid pos -> world pos: %v\n", z)
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// }
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+34
-6
@@ -1,14 +1,21 @@
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package game
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import "core:fmt"
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import "core:strings"
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import rl "vendor:raylib"
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Game_State :: enum {
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MENU,
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PAUSED,
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RUNNING,
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GAME_OVER,
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}
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Game :: struct {
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// debug info
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debug: Debug,
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// Game info
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state: Game_State,
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world: rl.RenderTexture2D,
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camera: rl.Camera2D,
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assets: Asset_Manager,
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@@ -21,10 +28,22 @@ Game :: struct {
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enenmy_spawn_timer: Timer
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}
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Actions :: struct {
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// normalized and merged from keyboard + controller
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move_dir: rl.Vector2,
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attack_pressed: bool,
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dash_pressed: bool,
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interact_press: bool,
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pause_pressed: bool
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}
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// awesome odin lets me load this at compile time!
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gamepad_compat := #load("../gamecontrollerdb.txt", string)
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game_init :: proc() -> Game {
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rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE)
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rl.SetTargetFPS(60)
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@@ -32,8 +51,11 @@ game_init :: proc() -> Game {
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defer delete(gamepad_cstr)
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rl.SetGamepadMappings(gamepad_cstr)
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rl.SetExitKey(.KEY_NULL)
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// ! game setup
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game := Game{}
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game.state = .RUNNING
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game.assets = asset_manager_init()
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game.player = player_init(&game.assets.player)
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game.camera = camera_init(&game.player, 1)
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@@ -42,7 +64,7 @@ game_init :: proc() -> Game {
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game.current_map.player_grid_pos = world_to_grid(game.player.position)
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// ! init timers
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game.enenmy_spawn_timer = init_timer(0.1, true)
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game.enenmy_spawn_timer = init_timer(0.5, true)
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// flow field on boot
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compute_flow_field(&game.current_map, game.player.position)
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@@ -58,15 +80,20 @@ game_should_run :: proc(game: ^Game) -> bool { return !rl.WindowShouldClose() }
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game_update :: proc(game: ^Game) {
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dt := rl.GetFrameTime()
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actions := game_poll_events()
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update_player(&game.player, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_count, dt)
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if actions.pause_pressed {
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game.state = game.state == .PAUSED ? .RUNNING : .PAUSED
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}
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if game.state != .PAUSED {
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update_player(&game.player, actions, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_count, dt)
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update_player_flow_field(&game.player, &game.current_map)
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update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px)
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if update_timer(&game.enenmy_spawn_timer, dt) {
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spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_count, game.current_map)
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if update_timer(&game.enenmy_spawn_timer, dt) do spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_count, game.current_map)
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update_enemies(&game.enemies, &game.assets.enemy, game.enemy_count, game.current_map, dt)
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}
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update_enemies(&game.enemies, &game.assets.enemy, game.enemy_count, dt)
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// @ DEBUG
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debug_camera_update(&game.debug)
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@@ -126,3 +153,4 @@ game_close :: proc(game: ^Game) {
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rl.UnloadRenderTexture(game.world)
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rl.CloseWindow()
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}
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+11
-43
@@ -1,9 +1,7 @@
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package game
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import "core:fmt"
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import rl "vendor:raylib"
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Player_State :: enum { IDLE, WALK, ATTACK }
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Player :: struct {
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@@ -30,9 +28,9 @@ player_init :: proc(assets: ^Player_Assets) -> Player {
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player.accel = 720
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player.friction = 640
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player.state = .IDLE
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player.collider_offset = rl.Vector2{8, 15}
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player.collider_w = 16
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player.collider_h = 10
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player.collider_offset = rl.Vector2{10, 14}
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player.collider_w = 12
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player.collider_h = 18
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animation_play(&player.animation, &assets.clips[.IDLE])
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return player
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@@ -55,52 +53,22 @@ get_player_collider :: proc(player: ^Player, pos: rl.Vector2) -> rl.Rectangle {
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}
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update_player :: proc(
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player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D,
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player: ^Player, actions: Actions, assets: ^Player_Assets, camera: rl.Camera2D,
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game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int,
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dt: f32
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) {
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moving := false
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input_dir := rl.Vector2{0,0}
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input_dir := actions.move_dir
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moving := input_dir != rl.Vector2{0, 0}
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if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 }
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if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { moving = true; input_dir.y += 1 }
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if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
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if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
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if input_dir.x < 0 do player.flipped = true
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if input_dir.x > 0 do player.flipped = false
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GAMEPAD :: 1
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if rl.IsGamepadAvailable(GAMEPAD) {
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rl.HideCursor()
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// D-pad (buttons) — same digital feel as WASD
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_UP) { moving = true; input_dir.y -= 1 }
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_DOWN) { moving = true; input_dir.y += 1 }
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
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if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
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// Left analog stick, with a deadzone
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stick_x := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_X)
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stick_y := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_Y)
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DEADZONE :: 0.25
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if abs(stick_x) > DEADZONE {
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moving = true
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input_dir.x += stick_x
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player.flipped = stick_x < 0
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}
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if abs(stick_y) > DEADZONE {
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moving = true
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input_dir.y += stick_y
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}
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}
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has_input := input_dir.x != 0 || input_dir.y != 0
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if has_input {
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input_dir = rl.Vector2Normalize(input_dir)
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}
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is_attacking := player.state == .ATTACK && !player.animation.finished
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attack_pressed := actions.attack_pressed && !is_attacking
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// Move velocity toward target (accelerate) or toward zero (friction)
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target_velocity := input_dir * player.speed
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if has_input {
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if moving {
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player.velocity = rl.Vector2MoveTowards(player.velocity, target_velocity, player.accel * dt)
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} else {
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player.velocity = rl.Vector2MoveTowards(player.velocity, rl.Vector2{0, 0}, player.friction * dt)
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