Fix evrything for relative paths
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@@ -19,16 +19,18 @@
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int numsprites = 8;
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char *spritepaths[] = {
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"../assets/sprites/little_guy_walking_left.json",
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"../assets/sprites/little_guy_walking_right.json",
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"../assets/sprites/little_guy_walking_up.json",
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"../assets/sprites/little_guy_walking_down.json",
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"../assets/sprites/little_guy_facing_left.json",
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"../assets/sprites/little_guy_facing_right.json",
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"../assets/sprites/little_guy_facing_up.json",
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"../assets/sprites/little_guy_facing_down.json"
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"assets/sprites/little_guy_walking_left.json",
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"assets/sprites/little_guy_walking_right.json",
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"assets/sprites/little_guy_walking_up.json",
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"assets/sprites/little_guy_walking_down.json",
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"assets/sprites/little_guy_facing_left.json",
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"assets/sprites/little_guy_facing_right.json",
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"assets/sprites/little_guy_facing_up.json",
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"assets/sprites/little_guy_facing_down.json"
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};
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char dirnamebuf[1024];
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL3GControlMap *controlmap;
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@@ -47,9 +49,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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CATCH(errctx, GAME_init());
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for ( int i = 0; i < numsprites ; i++) {
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CATCH(errctx, sprite_load_json(spritepaths[i]));
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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CATCH(errctx, sprite_load_json((char *)&dirnamebuf));
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}
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CATCH(errctx, character_load_json("../assets/characters/littleguy.json"));
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strcpy((char *)&dirnamebuf, "assets/characters/littleguy.json");
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CATCH(errctx, character_load_json((char *)&dirnamebuf));
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CATCH(errctx, heap_next_actor(&actorptr));
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CATCH(errctx, actor_initialize((actor *)actorptr, "player"));
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actorptr->basechar = SDL_GetPointerProperty(
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@@ -63,9 +67,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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actorptr->y = 240;
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actorptr->visible = true;
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CATCH(errctx, load_start_bgm("../assets/memories.mp3"));
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strcpy((char *)&dirnamebuf, "assets/memories.mp3");
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CATCH(errctx, load_start_bgm((char *)&dirnamebuf));
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CATCH(errctx, tilemap_load("../assets/tilemap.tmj", (tilemap *)&gamemap));
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strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
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CATCH(errctx, tilemap_load((char *)&dirnamebuf, (tilemap *)&gamemap));
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// set up the control map
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controlmap = &GAME_ControlMaps[0];
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@@ -73,39 +79,32 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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controlmap->target = SDL_GetPointerProperty(REGISTRY_ACTOR, "player", NULL);
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// Move down
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controlmap->controls[0].key = SDLK_DOWN;
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controlmap->controls[0].target_state_gate = ACTOR_STATE_MOVING_DOWN;
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controlmap->controls[0].target_add_state_on = ACTOR_STATE_MOVING_DOWN | ACTOR_STATE_FACE_DOWN;
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controlmap->controls[0].target_del_state_on = ACTOR_STATE_MOVING_ALL | ACTOR_STATE_FACE_ALL;
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controlmap->controls[0].target_del_state_off = ACTOR_STATE_MOVING_ALL;
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controlmap->controls[0].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[0].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[0].handler_on = &SDL3GActor_cmhf_down_on;
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controlmap->controls[0].handler_off = &SDL3GActor_cmhf_down_off;
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// Move up
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controlmap->controls[1].key = SDLK_UP;
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controlmap->controls[1].target_state_gate = ACTOR_STATE_MOVING_UP;
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controlmap->controls[1].target_add_state_on = ACTOR_STATE_MOVING_UP | ACTOR_STATE_FACE_UP;
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controlmap->controls[1].target_del_state_on = ACTOR_STATE_MOVING_ALL | ACTOR_STATE_FACE_ALL;
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controlmap->controls[1].target_del_state_off = ACTOR_STATE_MOVING_ALL;
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controlmap->controls[1].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[1].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[1].handler_on = &SDL3GActor_cmhf_up_on;
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controlmap->controls[1].handler_off = &SDL3GActor_cmhf_up_off;
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// Move left
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controlmap->controls[2].key = SDLK_LEFT;
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controlmap->controls[2].target_state_gate = ACTOR_STATE_MOVING_LEFT;
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controlmap->controls[2].target_add_state_on = ACTOR_STATE_MOVING_LEFT | ACTOR_STATE_FACE_LEFT;
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controlmap->controls[2].target_del_state_on = ACTOR_STATE_MOVING_ALL | ACTOR_STATE_FACE_ALL;
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controlmap->controls[2].target_del_state_off = ACTOR_STATE_MOVING_ALL;
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controlmap->controls[2].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[2].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[2].handler_on = &SDL3GActor_cmhf_left_on;
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controlmap->controls[2].handler_off = &SDL3GActor_cmhf_left_off;
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// Move right
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controlmap->controls[3].key = SDLK_RIGHT;
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controlmap->controls[3].target_state_gate = ACTOR_STATE_MOVING_RIGHT;
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controlmap->controls[3].target_add_state_on = ACTOR_STATE_MOVING_RIGHT | ACTOR_STATE_FACE_RIGHT;
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controlmap->controls[3].target_del_state_on = ACTOR_STATE_MOVING_ALL | ACTOR_STATE_FACE_ALL;
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controlmap->controls[3].target_del_state_off = ACTOR_STATE_MOVING_ALL;
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controlmap->controls[3].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[3].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[3].handler_on = &SDL3GActor_cmhf_right_on;
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controlmap->controls[3].handler_off = &SDL3GActor_cmhf_right_off;
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE_DEFAULT(errctx) {
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