Torches are now flipped, but next is that same crash.
This commit is contained in:
parent
0e8b661273
commit
2484802d93
7 changed files with 23 additions and 32 deletions
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@ -70,8 +70,7 @@ namespace animate2 {
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}
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}
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// replaces step
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void Animate2::update_frame() {
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void Animate2::update() {
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dbc::check(playing, "attempt to update animation that's not playing");
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dbc::check(sequence.frame_count == sequence.frames.size(), "frame_count doesn't match frame.size()");
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@ -106,10 +105,6 @@ namespace animate2 {
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dbc::check(sequence.current < sequence.frame_count, "onLoop fail: current frame out of frames.size()");
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}
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void Animate2::update() {
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update_frame();
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}
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void Animate2::motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale) {
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transform.lerp(sequence, pos, scale);
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@ -118,7 +118,6 @@ namespace animate2 {
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void set_form(const std::string& form);
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void apply(sf::Sprite& sprite);
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void apply_effect(std::shared_ptr<sf::Shader> effect);
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void update_frame();
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void update();
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void motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale);
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std::pair<int, double> commit();
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@ -116,7 +116,7 @@
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"max_y": 0,
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"flipped": false,
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"ease_rate": 3.0,
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"scaled": false,
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"scaled": true,
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"toggled": false,
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"looped": true,
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"easing": "sine",
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@ -41,7 +41,7 @@ namespace boss {
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using enum game::Event;
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switch(ev) {
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case BOSS_START:
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case COMBAT_START:
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$ui.status(L"PLAYER REQUESTS", L"COMMIT");
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$battle.ap_refresh();
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state(State::PLAYER_REQUESTS);
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@ -56,7 +56,7 @@ namespace boss {
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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case BOSS_END:
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state(State::END);
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break;
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case COMBAT_START:
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@ -72,8 +72,6 @@ namespace boss {
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fmt::println("NO MORE ACTION!");
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}
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break;
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case TICK:
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break; // ignore tick
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default:
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break;
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}
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@ -84,7 +82,7 @@ namespace boss {
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switch(ev) {
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// this is only if using the debug X key to skip it
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case BOSS_START:
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case BOSS_END:
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state(State::END);
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break;
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case COMBAT_START:
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@ -242,7 +240,7 @@ namespace boss {
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switch($router.scancode) {
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// REALLY? just go to state end or use another event
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case KEY::X:
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event(game::Event::BOSS_START, {});
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event(game::Event::BOSS_END, {});
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break;
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default:
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fmt::println("key press!");
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22
scene.cpp
22
scene.cpp
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@ -18,11 +18,12 @@ namespace scene {
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float y = config["y"];
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bool flipped = config["flipped"];
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// BUG: need to make animation optional
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// BUG: put the .json file to load as a default/optional arg
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auto anim = animate2::load("./assets/animate2.json", sprite_name);
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anim.transform.flipped = flipped;
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if(and_play) anim.play();
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anim.transform.flipped = flipped;
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std::string cell = config["cell"];
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std::string name = config["name"];
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@ -30,7 +31,7 @@ namespace scene {
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sf::Text text(*$ui.$font, "", 60);
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return {name, st, anim, cell, scale_x, scale_y, x, y, at_mid, flipped, nullptr, text};
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return {name, st, anim, cell, {scale_x, scale_y}, {x, y}, at_mid, flipped, nullptr, text};
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}
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Engine::Engine(components::AnimatedScene& scene) :
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@ -64,12 +65,12 @@ namespace scene {
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for(auto& actor : $actors) {
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actor.pos = position_sprite(actor.st, actor.cell,
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actor.scale_x, actor.scale_y, actor.at_mid, actor.x, actor.y);
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actor.scale, actor.at_mid, actor.pos.x, actor.pos.y);
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}
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for(auto& fixture : $fixtures) {
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fixture.pos = position_sprite(fixture.st, fixture.cell,
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fixture.scale_x, fixture.scale_y, fixture.at_mid, fixture.x, fixture.y);
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fixture.scale, fixture.at_mid, fixture.pos.x, fixture.pos.y);
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}
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}
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@ -81,7 +82,7 @@ namespace scene {
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void Engine::attach_text(const std::string& actor, const std::string& text) {
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auto& element = actor_config(actor);
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element.text.setPosition(element.pos);
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element.text.setScale({element.scale_x, element.scale_y});
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element.text.setScale(element.scale);
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element.text.setFillColor(sf::Color::Red);
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element.text.setOutlineThickness(2.0f);
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element.text.setOutlineColor(sf::Color::Black);
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@ -116,7 +117,7 @@ namespace scene {
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void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
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auto& config = actor_config(actor);
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config.cell = cell_name;
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config.pos = position_sprite(config.st, config.cell, config.scale_x, config.scale_y, config.at_mid);
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config.pos = position_sprite(config.st, config.cell, config.scale, config.at_mid);
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}
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void Engine::animate_actor(const std::string& actor) {
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@ -128,8 +129,8 @@ namespace scene {
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for(auto& fixture : $fixtures) {
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if(fixture.anim.playing) {
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fixture.anim.update();
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fixture.anim.motion(*fixture.st.sprite, fixture.pos, fixture.scale);
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fixture.anim.apply(*fixture.st.sprite);
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// REFACTOR: fixture.anim.apply(*fixture.st.sprite);
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} else {
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fixture.effect = nullptr;
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}
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@ -138,6 +139,7 @@ namespace scene {
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for(auto& actor : $actors) {
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if(actor.anim.playing) {
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actor.anim.update();
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actor.anim.motion(*actor.st.sprite, actor.pos, actor.scale);
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actor.anim.apply(*actor.st.sprite);
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// REFACTOR: actor.anim.apply(actor.text, actor.pos);
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// if(actor.effect != nullptr) actor.anim.apply_effect(actor.effect);
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@ -147,14 +149,14 @@ namespace scene {
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}
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}
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sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) {
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sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff, float y_diff) {
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auto& cell = $ui.cell_for(cell_name);
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float x = float(at_mid ? cell.mid_x : cell.x);
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float y = float(at_mid ? cell.mid_y : cell.y);
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sf::Vector2f pos{x + x_diff, y + y_diff};
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st.sprite->setPosition(pos);
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st.sprite->setScale({scale_x, scale_y});
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st.sprite->setScale(scale);
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return pos;
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}
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@ -18,15 +18,12 @@ namespace scene {
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textures::SpriteTexture st;
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animate2::Animate2 anim;
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std::string cell;
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float scale_x = 1.0f;
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float scale_y = 1.0f;
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float x = 0;
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float y = 0;
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sf::Vector2f scale{1.0f, 1.0f};
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sf::Vector2f pos{0.0f, 0.0f};
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bool at_mid=false;
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bool flipped=false;
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std::shared_ptr<sf::Shader> effect = nullptr;
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sf::Text text;
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sf::Vector2f pos{0,0};
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};
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struct Engine {
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@ -47,7 +44,7 @@ namespace scene {
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void attach_text(const std::string& actor, const std::string& text);
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Element config_scene_element(nlohmann::json& config, bool and_play, bool duped);
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sf::Vector2f position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
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sf::Vector2f position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
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void move_actor(const std::string& actor, const std::string& cell_name);
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void animate_actor(const std::string& actor);
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@ -53,11 +53,11 @@ int main(int, char*[]) {
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main->$ui.$arena.tick();
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main->render(window);
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if(main->handle_keyboard_mouse() ||
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main->handle_world_events())
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if(main->handle_keyboard_mouse() || main->handle_world_events())
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{
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return 0;
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}
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window.display();
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}
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