some renames, nothing much
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@@ -19,6 +19,7 @@ constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
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constexpr int PLAYER_X = 9;
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constexpr int PLAYER_Y = 6;
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// PlayerState is what user pressed. We are mapping CharacterState to it
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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struct WalkingState {
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@@ -86,16 +87,16 @@ static bool update_animation(Timer &anim_timer, int &shift, int speed) {
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return false;
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}
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static PlayerFrame get_player_frame(PlayerState state) {
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static CharacterFrame get_character_frame(PlayerState state) {
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switch (state) {
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case PlayerState::Walk1:
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return PlayerFrame::Walk1;
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return CharacterFrame::Walk1;
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case PlayerState::Walk2:
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return PlayerFrame::Walk2;
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return CharacterFrame::Walk2;
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case PlayerState::Crawl1:
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return PlayerFrame::Crawl1;
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return CharacterFrame::Crawl1;
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default:
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return PlayerFrame::Walk1;
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return CharacterFrame::Walk1;
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}
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}
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@@ -129,7 +130,7 @@ void render_loop(int speed) {
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anim_timer.start();
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int shift = 0;
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PlayerPosition pos = {PLAYER_X, PLAYER_Y};
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CharacterPosition pos = {PLAYER_X, PLAYER_Y};
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const char *bg_file = "background_dark_inverted.txt";
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bool need_redraw = false;
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@@ -157,9 +158,9 @@ void render_loop(int speed) {
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if (need_redraw) {
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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PlayerFrame player_frame = get_player_frame(player_state.current_state);
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PlayerPosition draw_pos = get_aligned_frame_position(pos, player_frame);
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draw_player(draw_pos.x, draw_pos.y, player_frame);
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CharacterFrame player_frame = get_character_frame(player_state.current_state);
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CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame);
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draw_character(draw_pos.x, draw_pos.y, player_frame);
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// alternate between frame 0 and 1 when not crawling
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if (player_state.current_state != PlayerState::Crawl1) {
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