Update tilemaps to provide their own physics information. The sidescroller is acting funny.
This commit is contained in:
@@ -114,13 +114,13 @@
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"properties":[
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"properties":[
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{
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{
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"name":"physics.drag.y",
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"name":"physics.drag.y",
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"type":"string",
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"type":"float",
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"value":"0.0"
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"value":0
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},
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},
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{
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{
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"name":"physics.gravity.y",
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"name":"physics.gravity.y",
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"type":"string",
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"type":"float",
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"value":"0.0"
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"value":0
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},
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},
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{
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{
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"name":"physics.model",
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"name":"physics.model",
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@@ -33,7 +33,7 @@
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{
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{
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"name":"state",
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"name":"state",
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"type":"int",
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"type":"int",
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"value":1041
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"value":17
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}],
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}],
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"rotation":0,
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"rotation":0,
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"type":"actor",
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"type":"actor",
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@@ -66,13 +66,13 @@
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"properties":[
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"properties":[
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{
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{
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"name":"physics.drag.y",
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"name":"physics.drag.y",
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"type":"string",
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"type":"float",
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"value":"1.0"
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"value":0.125
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},
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},
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{
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{
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"name":"physics.gravity.y",
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"name":"physics.gravity.y",
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"type":"string",
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"type":"float",
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"value":"1024.0"
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"value":32
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},
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},
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{
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{
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"name":"physics.model",
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"name":"physics.model",
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@@ -91,13 +91,13 @@
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"properties":[
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"properties":[
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{
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{
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"name":"physics.drag.y",
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"name":"physics.drag.y",
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"type":"string",
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"type":"float",
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"value":"0.0"
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"value":0
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},
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},
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{
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{
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"name":"physics.gravity.y",
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"name":"physics.gravity.y",
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"type":"string",
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"type":"float",
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"value":"0.0"
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"value":0
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},
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},
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{
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{
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"name":"physics.model",
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"name":"physics.model",
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2
deps/libakerror
vendored
2
deps/libakerror
vendored
Submodule deps/libakerror updated: b5435041f2...93f5e93480
2
deps/libakgl
vendored
2
deps/libakgl
vendored
Submodule deps/libakgl updated: 9fed59c4c8...652ee4cdf3
2
deps/libakstdlib
vendored
2
deps/libakstdlib
vendored
Submodule deps/libakstdlib updated: 485b241595...06b2c8ad8a
@@ -7,6 +7,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appsta
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
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PASS(e, akgl_tilemap_release(gamemap));
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PASS(e, akgl_tilemap_release(gamemap));
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physics = &_akgl_physics;
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PASS(e, akgl_registry_init_actor());
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PASS(e, akgl_registry_init_actor());
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PASS(e, akgl_heap_init_actor());
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PASS(e, akgl_heap_init_actor());
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PASS(e, akgltest_init_menupointer());
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PASS(e, akgltest_init_menupointer());
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@@ -30,6 +31,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *app
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PASS(e, akgl_registry_init_actor());
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PASS(e, akgl_registry_init_actor());
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PASS(e, akgl_heap_init_actor());
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PASS(e, akgl_heap_init_actor());
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PASS(e, akgltest_init_player());
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PASS(e, akgltest_init_player());
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//PASS(e, akgl_physics_init_arcade(physics));
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PASS(e, aksl_memset((void *)GAME_ControlMaps, 0x00, (sizeof(akgl_ControlMap) * AKGL_MAX_CONTROL_MAPS)));
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PASS(e, aksl_memset((void *)GAME_ControlMaps, 0x00, (sizeof(akgl_ControlMap) * AKGL_MAX_CONTROL_MAPS)));
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PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid));
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PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid));
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akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
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akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
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@@ -50,6 +52,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *app
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
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}
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}
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if ( gamemap->use_own_physics == true ) {
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SDL_Log("Using game map physics engine");
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physics = &gamemap->physics;
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}
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(e);
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}
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}
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