Uniform indentation
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@ -1,6 +1,6 @@
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char collide(int x, int y, char level[], char tile);
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char collide_spike(int x, int y, char level[]);
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char collide_solid(int x, int y, char level[], char polarity,
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char test_semi_solid);
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char test_semi_solid);
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char collide_point(int x, int y, char level[], char tile);
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char collide_and_erase(int x, int y, char level[], char tile);
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@ -1,3 +1,3 @@
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char menu(int *level_id, char *disable_up_key, char *game_loop,
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unsigned int step);
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unsigned int step);
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char menu_level_selection(int *level_id);
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@ -1,5 +1,5 @@
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enum { UP, DOWN, LEFT, RIGHT };
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void jump_test(char *jump_pressed, char *jump_buffer, unsigned int *jump_hold,
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char enable_up_key);
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char enable_up_key);
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void set_start_pos(int *start_x, int *start_y, int x, int y);
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void reset_old_pos(int *old_x, int *old_y);
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@ -33,14 +33,14 @@ char collide_solid(int x, int y, char level[], char polarity,
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char collided;
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if (polarity) collided = collide(x, y, level, 'b');
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else collided = collide(x, y, level, 'r');
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if (!collided && test_semi_solid && ((y + PLAYER_H) % 16) <= 5)
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{
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collided = (collide_point(x, y + PLAYER_H, level, '/') ||
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collide_point(x + PLAYER_W, y + PLAYER_H, level, '/'));
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}
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return (collided ||
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if (!collided && test_semi_solid && ((y + PLAYER_H) % 16) <= 5)
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{
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collided = (collide_point(x, y + PLAYER_H, level, '/') ||
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collide_point(x + PLAYER_W, y + PLAYER_H, level, '/'));
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}
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return (collided ||
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collide(x, y, level, '0') ||
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collide(x, y, level, '1') ||
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collide(x, y, level, '1') ||
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collide(x, y, level, '^') ||
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collide(x, y, level, '~'));
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}
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28
src/draw.c
28
src/draw.c
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@ -27,12 +27,12 @@ extern image_t img_dust; //dust texture, 16x16
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void draw_anim_speed(int x, int y, image_t *image, int step, int speed)
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{
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dsubimage(x + DRAW_OFFSET_X, y + DRAW_OFFSET_Y, image,
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((step/speed) % (image->width / 16)) * 16, 0, 16, 16, DIMAGE_NONE);
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dsubimage(x + DRAW_OFFSET_X, y + DRAW_OFFSET_Y, image,
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((step/speed) % (image->width / 16)) * 16, 0, 16, 16, DIMAGE_NONE);
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}
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void draw_anim(int x, int y, image_t *image, int step)
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{
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draw_anim_speed(x, y, image, step, 1);
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draw_anim_speed(x, y, image, step, 1);
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}
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void draw_player(int x, int y)
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@ -66,7 +66,7 @@ int *start_y, int tp_positions[])
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else draw_anim(x, y, &img_blue_dot, step);
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break;
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case 'v':
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draw_anim(x, y, &img_spike, step);
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draw_anim(x, y, &img_spike, step);
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break;
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case '*':
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draw_anim(x, y, &img_bouncer, step);
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@ -79,11 +79,11 @@ int *start_y, int tp_positions[])
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draw_anim(x, y, &img_semi_solid, step);
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break;
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case '^':
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draw_anim_speed(x, y, &img_elevator, step, 2); //half speed
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break;
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case 'd':
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draw_anim(x, y, &img_dust, step);
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break;
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draw_anim_speed(x, y, &img_elevator, step, 2); //half speed
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break;
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case 'd':
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draw_anim(x, y, &img_dust, step);
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break;
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case 'S':
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erase_tile(x, y, level);
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*start_x = x + 2;
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@ -96,13 +96,13 @@ int *start_y, int tp_positions[])
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draw_anim(x, y, &img_water, step);
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break;
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case 't': //teleporter 0
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draw_anim(x, y, &img_teleporter_0, step);
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tp_positions[0] = x;
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draw_anim(x, y, &img_teleporter_0, step);
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tp_positions[0] = x;
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tp_positions[1] = y;
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break;
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case 'T': //teleporter 1
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draw_anim(x, y, &img_teleporter_1, step);
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tp_positions[2] = x;
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draw_anim(x, y, &img_teleporter_1, step);
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tp_positions[2] = x;
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tp_positions[3] = y;
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break;
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}
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@ -127,7 +127,7 @@ void erase_tile(int x, int y, char level[])
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void draw_timer(unsigned int step)
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{
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dprint(0, 0, C_WHITE, C_BLACK, "%u.%02u", (step*2)/FPS, (step*2)%FPS);
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dprint(0, 0, C_WHITE, C_BLACK, "%u.%02u", (step*2)/FPS, (step*2)%FPS);
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}
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void just_breathe(unsigned int step)
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112
src/main.c
112
src/main.c
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@ -66,8 +66,8 @@ int main(void)
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char exit_buffer = 0;
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char tp_buffer = 0;
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int tp_positions[4] = { 0, 0, 0, 0 };
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char directions[4] = { 0, 0, 0, 0 };
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char last_direction = RIGHT;
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char directions[4] = { 0, 0, 0, 0 };
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char last_direction = RIGHT;
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set_level(level_id, level);
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DRAW_LEVEL();
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player_x = start_x;
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@ -80,61 +80,61 @@ int main(void)
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has_ticked = 0;
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//START DRAW
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step++;
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if (!(step % 2))
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{
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DRAW_LEVEL();
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draw_player(player_x, player_y);
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//drill
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int drill_x = player_x;
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int drill_y = player_y;
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switch (last_direction)
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{
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case UP:
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drill_y -= 12;
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break;
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case DOWN:
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drill_y += 12;
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break;
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case LEFT:
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drill_x -= 12;
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break;
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case RIGHT:
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drill_x += 12;
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break;
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}
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draw_player(drill_x, drill_y);
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collide_and_erase(drill_x, drill_y, level, 'd');
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draw_timer(step/2);
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dupdate();
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}
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//END DRAW
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if (!(step % 2))
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{
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DRAW_LEVEL();
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draw_player(player_x, player_y);
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//drill
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int drill_x = player_x;
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int drill_y = player_y;
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switch (last_direction)
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{
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case UP:
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drill_y -= 12;
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break;
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case DOWN:
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drill_y += 12;
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break;
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case LEFT:
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drill_x -= 12;
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break;
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case RIGHT:
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drill_x += 12;
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break;
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}
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draw_player(drill_x, drill_y);
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collide_and_erase(drill_x, drill_y, level, 'd');
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draw_timer(step/2);
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dupdate();
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}
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//END DRAW
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clearevents();
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//direction inputs
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if (keydown(KEY_LEFT))
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{
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if (!directions[LEFT]) last_direction = LEFT;
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directions[LEFT] += 1;
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}
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else directions[LEFT] = 0;
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if (keydown(KEY_RIGHT))
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{
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if (!directions[RIGHT]) last_direction = RIGHT;
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directions[RIGHT] += 1;
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}
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else directions[RIGHT] = 0;
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if (keydown(KEY_UP))
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{
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if (!directions[UP]) last_direction = UP;
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directions[UP] += 1;
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}
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else directions[UP] = 0;
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if (keydown(KEY_DOWN))
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{
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if (!directions[DOWN]) last_direction = DOWN;
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directions[DOWN] += 1;
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}
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else directions[DOWN] = 0;
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//direction inputs END
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//direction inputs
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if (keydown(KEY_LEFT))
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{
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if (!directions[LEFT]) last_direction = LEFT;
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directions[LEFT] += 1;
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}
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else directions[LEFT] = 0;
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if (keydown(KEY_RIGHT))
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{
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if (!directions[RIGHT]) last_direction = RIGHT;
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directions[RIGHT] += 1;
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}
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else directions[RIGHT] = 0;
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if (keydown(KEY_UP))
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{
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if (!directions[UP]) last_direction = UP;
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directions[UP] += 1;
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}
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else directions[UP] = 0;
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if (keydown(KEY_DOWN))
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{
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if (!directions[DOWN]) last_direction = DOWN;
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directions[DOWN] += 1;
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}
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else directions[DOWN] = 0;
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//direction inputs END
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//polarity swap first
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if (keydown(KEY_OPTN))
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{
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