Added basic keyboard input and game thread
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@ -1,3 +1,4 @@
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#include <stdio.h>
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#include "cspt-state.h"
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void updateInput(struct gameState * state, struct clientInput * message)
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{
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@ -16,55 +17,34 @@ void doGameTick(struct gameState * state)
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state->timestamp = time(NULL);
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for (int index = 0; index < 16; index++)
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{
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if (state->clients[index].registered == true)
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// Calculate acceleration:
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if (state->clients[index].leftAcceleration)
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{
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// Calculate acceleration:
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if (state->clients[index].leftAcceleration)
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{
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state->clients[index].xVelocity -= 0.5;
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}
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if (state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity += 0.5;
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}
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if (state->clients[index].upAcceleration)
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{
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state->clients[index].yVelocity += 0.5;
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}
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if (state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity += 0.5;
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}
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if (!state->clients[index].leftAcceleration && !state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity *= 0.1;
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}
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if (!state->clients[index].upAcceleration && !state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity *= 0.1;
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}
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state->clients[index].xVelocity -= 0.1;
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}
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if (state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity += 0.1;
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}
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if (state->clients[index].upAcceleration)
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{
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state->clients[index].yVelocity -= 0.1;
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}
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if (state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity += 0.1;
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}
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// Clamp speed:
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if (state->clients[index].xVelocity > 15)
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{
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state->clients[index].xVelocity = 15;
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}
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if (state->clients[index].xVelocity < -15)
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{
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state->clients[index].xVelocity = -15;
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}
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if (state->clients[index].yVelocity > 15)
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{
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state->clients[index].yVelocity = 15;
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}
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if (state->clients[index].yVelocity < -15)
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{
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state->clients[index].yVelocity = -15;
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}
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// Do movement:
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state->clients[index].xPosition += state->clients[index].xVelocity;
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state->clients[index].yPosition += state->clients[index].yVelocity;
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// Do movement:
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state->clients[index].xPosition += state->clients[index].xVelocity;
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state->clients[index].yPosition += state->clients[index].yVelocity;
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if(state->clients[index].xPosition > 600 || state->clients[index].xPosition < 0)
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{
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state->clients[index].xPosition = 300;
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}
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if(state->clients[index].yPosition > 600 || state->clients[index].yPosition < 0)
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{
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state->clients[index].yPosition = 300;
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}
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}
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}
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