WIP converting to separate states. Don't think I want this.
This commit is contained in:
@@ -14,7 +14,7 @@
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#define ACTOR_STATE_MOVING_RIGHT 1 << 8 // 256
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#define ACTOR_STATE_MOVING_UP 1 << 9 // 512
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#define ACTOR_STATE_MOVING_DOWN 1 << 10 // 1024
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#define ACTOR_STATE_UNDEFINED_11 1 << 11 // 2048
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#define ACTOR_STATE_MOVING 1 << 11 // 2048
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#define ACTOR_STATE_UNDEFINED_12 1 << 12 // 4096
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#define ACTOR_STATE_UNDEFINED_13 1 << 13 // 8192
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#define ACTOR_STATE_UNDEFINED_14 1 << 14 // 16384
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@@ -54,7 +54,8 @@ typedef struct actor {
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int layer;
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b2BodyId physicsId;
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b2Polygon physicsBox;
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int state;
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int logicstate;
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int visualstate;
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bool movement_controls_face;
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void *actorData;
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bool visible;
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@@ -58,15 +58,15 @@ ErrorContext *actor_automatic_face(actor *obj)
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ATTEMPT {
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if ( obj->movement_controls_face == true ) {
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// TODO : This doesn't really work properly
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BITMASK_DEL(obj->state, ACTOR_STATE_FACE_ALL);
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_LEFT);
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} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_RIGHT);
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} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_UP);
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} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_DOWN);
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BITMASK_DEL(obj->visualstate, ACTOR_STATE_FACE_ALL);
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_LEFT) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_LEFT);
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} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_RIGHT) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_RIGHT);
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} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_UP) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_UP);
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} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_DOWN) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_DOWN);
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}
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}
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} CLEANUP {
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@@ -115,16 +115,16 @@ ErrorContext *actor_logic_movement(actor *obj, SDL_Time curtimems)
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference");
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ATTEMPT {
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_LEFT) ) {
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obj->x -= obj->basechar->vx;
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}
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_RIGHT) ) {
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obj->x += obj->basechar->vx;
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}
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_UP) ) {
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obj->y -= obj->basechar->vy;
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}
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_DOWN) ) {
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obj->y += obj->basechar->vy;
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}
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obj->logictimer = curtimems;
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@@ -157,7 +157,7 @@ ErrorContext *actor_update(actor *obj)
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} FINISH(errctx, false);
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ATTEMPT {
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CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
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// is it time to change frames?
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if ( (curtimems - obj->curSpriteFrameTimer) >= curSprite->speed ) {
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CATCH(errctx, obj->changeframefunc(obj, curSprite, curtimems));
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@@ -182,7 +182,7 @@ static ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible)
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FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
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ATTEMPT {
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CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, ERR_KEY) {
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@@ -215,7 +215,7 @@ ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
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FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
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ATTEMPT {
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CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
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CATCH(errctx, actor_visible(obj, &camera, &visible));
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} CLEANUP {
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} PROCESS(errctx) {
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@@ -16,37 +16,37 @@ ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist");
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
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SDL_Log("Processing dpad down : state %d", player->state);
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_DOWN);
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SDL_Log("Processing dpad down : state %d", player->logicstate);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_DOWN);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_DOWN);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_DOWN);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ) {
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SDL_Log("Processing dpad up");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_UP);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_UP);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_UP);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_UP);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ) {
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SDL_Log("Processing dpad left");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_LEFT);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_LEFT);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_LEFT);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_LEFT);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
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SDL_Log("Processing dpad right");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_RIGHT);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_RIGHT);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_RIGHT);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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}
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SUCCEED_RETURN(errctx);
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}
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@@ -64,24 +64,24 @@ ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
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SDL_Log("processing down release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_DOWN);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_DOWN);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP) {
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SDL_Log("processing up release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_UP);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_UP);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
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SDL_Log("processing right release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_RIGHT);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) {
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SDL_Log("processing left release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_LEFT);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_LEFT);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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}
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SUCCEED_RETURN(errctx);
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}
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@@ -229,7 +229,8 @@ ErrorContext *tilemap_load_layer_object_actor(tilemap_object *curobj, json_t *la
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} else {
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actorobj->refcount += 1;
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}
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CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "state", &actorobj->state));
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CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "logicstate", &actorobj->logicstate));
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CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "visualstate", &actorobj->visualstate));
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} CLEANUP {
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if ( tmpstr != NULL ) {
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IGNORE(heap_release_string(tmpstr));
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@@ -137,7 +137,8 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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} FINISH_NORETURN(errctx);
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actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
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actorptr->logicstate = ACTOR_STATE_ALIVE;
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actorptr->visualstate = ACTOR_STATE_FACE_LEFT;
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actorptr->x = 320;
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actorptr->y = 240;
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actorptr->visible = true;
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@@ -33,9 +33,14 @@
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"value":"testcharacter"
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},
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{
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"name":"state",
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"name":"logicstate",
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"type":"int",
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"value":6
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"value":16
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},
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{
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"name":"visualstate",
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"type":"int",
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"value":2
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}],
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"rotation":0,
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"type":"actor",
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@@ -157,7 +157,7 @@ ErrorContext *test_tilemap_load_layer_objects(void)
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);
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if ( (testactor->basechar != SDL_GetPointerProperty(REGISTRY_CHARACTER, "testcharacter", NULL)) ||
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(testactor->layer != 1) ||
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(testactor->state != 6) ||
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(testactor->logicstate != 6) ||
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(testactor->visible != true) ||
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(testactor->x != 16) ||
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(testactor->y != 16) ) {
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