Continued implementing getPlayerInput.
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@ -133,9 +133,38 @@ static inline void takeNetworkInput(playerController * controller, int descripto
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static inline void getPlayerInput(playerController * controller, int playerNumber)
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{
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SDL_PumpEvents();
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int keyboardStateLength = 0;
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uint8_t * keyboardState = SDL_GetKeyboardState(&keyboardStateLength);
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const uint8_t * keyboardState = SDL_GetKeyboardState(NULL);
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if(keyboardState[SDL_SCANCODE_UP] == 1)
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{
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controller->accelerating = true;
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}
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else
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{
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controller->accelerating = false;
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}
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if(keyboardState[SDL_SCANCODE_LEFT] == 1)
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{
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controller->turningAnticlockwise = true;
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}
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else
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{
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controller->turningAnticlockwise = false;;
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}
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if(keyboardState[SDL_SCANCODE_RIGHT] == 1)
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{
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controller->turningClockwise = true;
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}
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else
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{
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controller->turningClockwise = false;
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}
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if(controller->joystick != NULL)
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{
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controller->turningAmount = SDL_JoystickGetAxis(controller->joystick, 0);
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controller->acceleratingAmount = SDL_JoystickGetAxis(controller->joystick, 5);
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}
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}
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void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime)
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{
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if(controller->number == ship->number)
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@ -148,15 +177,35 @@ void doShipInput(playerController * controller, ship * ship, xyVector starPositi
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{
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rotateXYVector(&ship->engine, 0.25 * deltaTime);
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}
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else if (controller->turningAmount > 2500)
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{
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double rotationalSpeed = (controller->turningAmount / 20000);
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rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
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}
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if (controller->turningAnticlockwise)
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{
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rotateXYVector(&ship->engine, -0.25 * deltaTime);
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}
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else if (controller->turningAmount < -2500)
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{
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double rotationalSpeed = (controller->turningAmount / 20000);
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rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
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}
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// Calculate the new current velocity:
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addXYVectorDeltaScaled(&ship->velocity, &ship->gravity, deltaTime);
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if (controller->accelerating)
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if (controller->acceleratingAmount > 2500)
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{
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xyVector temporary = ship->engine;
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multiplyXYVector(&ship->engine, controller->acceleratingAmount/ 32748);
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SDL_HapticRumblePlay(controller->haptic, (float)controller->acceleratingAmount / 32768, 20);
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addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
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ship->engine = temporary;
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}
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else if (controller->accelerating)
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{
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addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
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}
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@ -229,25 +278,6 @@ int main(int argc, char ** argv)
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printf("SDL Initialization Error: %s\n", SDL_GetError());
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}
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// Check for joysticks:
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SDL_Joystick * controller = NULL;
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SDL_Haptic * haptic = NULL;
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if (SDL_NumJoysticks() < 1 )
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{
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printf( "Warning: No joysticks connected!\n" );
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}
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else
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{
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// Load joystick
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controller = SDL_JoystickOpen(0);
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if (controller == NULL )
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{
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printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
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}
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haptic = SDL_HapticOpenFromJoystick(controller);
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SDL_HapticRumbleInit(haptic);
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}
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// Initialize image loading:
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IMG_Init(IMG_INIT_PNG);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
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@ -268,11 +298,30 @@ int main(int argc, char ** argv)
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anticlockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Anticlockwise.png");
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acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
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currentTexture = acceleratingTexture;
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// Enable resizing the window:
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SDL_SetWindowResizable(window, SDL_TRUE);
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playerController playerOne = createShipPlayerController(&shipA);
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playerController playerTwo = createShipPlayerController(&shipB);
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// Check for joysticks:
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if (SDL_NumJoysticks() < 1 )
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{
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printf( "Warning: No joysticks connected!\n" );
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}
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else
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{
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// Load joystick
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playerOne.joystick = SDL_JoystickOpen(0);
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if (playerOne.joystick == NULL )
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{
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printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
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}
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playerOne.haptic = SDL_HapticOpenFromJoystick(playerOne.joystick);
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SDL_HapticRumbleInit(playerOne.haptic);
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}
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while (!quit)
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{
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lastFrameTime = thisFrameTime;
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@ -294,63 +343,6 @@ int main(int argc, char ** argv)
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quit = true;
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break;
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}
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case SDL_KEYDOWN:
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_LEFT:
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{
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playerOne.turningAnticlockwise = true;
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break;
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}
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case SDLK_RIGHT:
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{
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playerOne.turningClockwise = true;
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break;
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}
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case SDLK_UP:
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{
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playerOne.accelerating = true;
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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}
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case SDL_KEYUP:
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_LEFT:
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{
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playerOne.turningAnticlockwise = false;
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break;
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}
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case SDLK_RIGHT:
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{
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playerOne.turningClockwise = false;
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break;
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}
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case SDLK_UP:
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{
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playerOne.accelerating = false;
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frameAccumulator = 0;
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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}
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default:
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{
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break;
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}
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}
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}
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@ -393,14 +385,17 @@ int main(int argc, char ** argv)
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shipB.velocity.yComponent *= 0.9;
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}
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//
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doShipInput(&playerOne, &shipA, starPosition, deltaTime);
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// Get the needed input:
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getPlayerInput(&playerOne, 0);
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takeNetworkInput(&playerTwo, receiveSocket);
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// Do the needed input:
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doShipInput(&playerOne, &shipA, starPosition, deltaTime);
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doShipInput(&playerTwo, &shipB, starPosition, deltaTime);
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shipA.rectangle.x = (width/2) - 16 - (shipA.velocity.xComponent * 15);
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shipA.rectangle.y = (height/2) - 16 - (shipA.velocity.yComponent * 15);
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shipB.rectangle.x = (long)((((shipB.position.xComponent - shipA.position.xComponent) - 32) + width/2) - (shipA.velocity.xComponent * 15));
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shipB.rectangle.y = (long)((((shipB.position.yComponent - shipA.position.yComponent) - 32) + height/2) - (shipA.velocity.yComponent * 15));
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@ -16,8 +16,10 @@ typedef struct ship
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// A struct to store the input state for one player:
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typedef struct playerController
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{
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SDL_Joystick * joystick;
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SDL_Haptic * haptic;
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int number;
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int clockwiseTurn, anticlockwiseTurn, acceleratingAmount;
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double turningAmount, acceleratingAmount;
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bool turningClockwise, turningAnticlockwise, accelerating;
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} playerController;
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