mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
refactor: moved input polling from KeyboardController to input class
This commit is contained in:
parent
e3852379e4
commit
5dc61e6230
101
include/Input.h
Normal file
101
include/Input.h
Normal file
@ -0,0 +1,101 @@
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#include <SDL.h>
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#include <map>
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class Input
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{
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public:
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Input();
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~Input();
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void pollEvents();
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bool isKeyDown(Key key);
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private:
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const Uint8* m_keyStates;
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SDL_Scancode mapKeyToSDL(Key key);
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std::map<Key, SDL_Scancode> m_keyMappings;
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void InitKeyMappings();
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};
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enum class Key
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{
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UP,
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DOWN,
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LEFT,
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RIGHT,
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FIRE,
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ENTER,
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ESCAPE,
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TAB,
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BACKSPACE,
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DELETE,
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HOME,
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END,
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PAGE_UP,
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PAGE_DOWN,
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INSERT,
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CAPS_LOCK,
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LEFT_SHIFT,
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RIGHT_SHIFT,
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LEFT_CTRL,
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RIGHT_CTRL,
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LEFT_ALT,
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RIGHT_ALT,
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F1,
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F2,
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F3,
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F4,
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F5,
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F6,
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F7,
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F8,
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F9,
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F10,
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F11,
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F12,
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A,
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B,
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C,
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D,
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E,
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F,
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G,
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H,
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I,
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J,
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K,
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L,
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M,
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N,
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O,
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P,
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Q,
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R,
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S,
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T,
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U,
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V,
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W,
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X,
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Y,
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Z,
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NUM_0,
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NUM_1,
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NUM_2,
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NUM_3,
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NUM_4,
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NUM_5,
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NUM_6,
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NUM_7,
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NUM_8,
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NUM_9,
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LEFT_BRACKET,
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RIGHT_BRACKET,
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SEMICOLON,
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APOSTROPHE,
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COMMA,
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PERIOD,
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SLASH,
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BACKSLASH,
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GRAVE
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};
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@ -3,8 +3,9 @@
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#include "Component.h"
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#include "Vector2D.h"
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#include "Constants.h"
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#include "Constants.h" // TODO: change so gamespecific constants are in own file
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#include "SoundManager.h"
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#include "Input.h"
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class TransformComponent;
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class SpriteComponent;
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@ -12,33 +13,28 @@ class SpriteComponent;
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class KeyboardController : public Component
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{
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public:
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TransformComponent* transform;
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const uint8_t* keystates = SDL_GetKeyboardState(NULL);
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SDL_Scancode up;
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SDL_Scancode down;
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SDL_Scancode left;
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SDL_Scancode right;
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SDL_Scancode fire;
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SpriteComponent* sprite;
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//for attack cooldown in between shots
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uint32_t lastFireTime = 0;
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uint32_t fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
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KeyboardController() = default;
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KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity);
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KeyboardController(Input* input, Key up, Key down, Key left, Key right, Key fire, Vector2D fireVelocity);
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~KeyboardController() = default;
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void init() override;
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void update() override;
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void modifyAtkSpeed(int8_t modifier);
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private:
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//for creation of projectiles
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TransformComponent* player; //for starting position of projectile
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Vector2D fireVelocity; //decide source of projectile and flying direction
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// SoundManager* soundEffect = Game::assets->getSound;
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//SoundManager* soundEffect = new SoundManager();
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Input* m_input;
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Key m_up;
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Key m_down;
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Key m_left;
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Key m_right;
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Key m_fire;
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TransformComponent* m_transform;
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SpriteComponent* m_sprite;
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TransformComponent* m_player; //for starting position of projectile
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Vector2D m_fireVelocity; //decide source of projectile and flying direction
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//for attack cooldown in between shots
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uint32_t m_lastFireTime = 0;
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uint32_t m_fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
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};
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115
src/Input.cpp
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115
src/Input.cpp
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@ -0,0 +1,115 @@
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#include "Input.h"
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Input::Input()
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{
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m_keyStates = SDL_GetKeyboardState(NULL);
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InitKeyMappings();
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}
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Input::~Input() = default;
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void Input::pollEvents()
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{
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SDL_PumpEvents();
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}
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bool Input::isKeyDown(Key key)
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{
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return m_keyStates[mapKeyToSDL(key)];
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}
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SDL_Scancode Input::mapKeyToSDL(Key key)
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{
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auto it = m_keyMappings.find(key);
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if (it == m_keyMappings.end())
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{
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return SDL_SCANCODE_UNKNOWN;
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}
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return it->second;
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}
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void Input::InitKeyMappings()
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{
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m_keyMappings =
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{
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{Key::UP, SDL_SCANCODE_UP},
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{Key::DOWN, SDL_SCANCODE_DOWN},
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{Key::LEFT, SDL_SCANCODE_LEFT},
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{Key::RIGHT, SDL_SCANCODE_RIGHT},
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{Key::FIRE, SDL_SCANCODE_SPACE},
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{Key::ENTER, SDL_SCANCODE_RETURN},
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{Key::ESCAPE, SDL_SCANCODE_ESCAPE},
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{Key::TAB, SDL_SCANCODE_TAB},
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{Key::BACKSPACE, SDL_SCANCODE_BACKSPACE},
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{Key::DELETE, SDL_SCANCODE_DELETE},
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{Key::HOME, SDL_SCANCODE_HOME},
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{Key::END, SDL_SCANCODE_END},
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{Key::PAGE_UP, SDL_SCANCODE_PAGEUP},
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{Key::PAGE_DOWN, SDL_SCANCODE_PAGEDOWN},
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{Key::INSERT, SDL_SCANCODE_INSERT},
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{Key::CAPS_LOCK, SDL_SCANCODE_CAPSLOCK},
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{Key::LEFT_SHIFT, SDL_SCANCODE_LSHIFT},
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{Key::RIGHT_SHIFT, SDL_SCANCODE_RSHIFT},
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{Key::LEFT_CTRL, SDL_SCANCODE_LCTRL},
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{Key::RIGHT_CTRL, SDL_SCANCODE_RCTRL},
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{Key::LEFT_ALT, SDL_SCANCODE_LALT},
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{Key::RIGHT_ALT, SDL_SCANCODE_RALT},
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{Key::F1, SDL_SCANCODE_F1},
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{Key::F2, SDL_SCANCODE_F2},
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{Key::F3, SDL_SCANCODE_F3},
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{Key::F4, SDL_SCANCODE_F4},
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{Key::F5, SDL_SCANCODE_F5},
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{Key::F6, SDL_SCANCODE_F6},
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{Key::F7, SDL_SCANCODE_F7},
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{Key::F8, SDL_SCANCODE_F8},
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{Key::F9, SDL_SCANCODE_F9},
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{Key::F10, SDL_SCANCODE_F10},
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{Key::F11, SDL_SCANCODE_F11},
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{Key::F12, SDL_SCANCODE_F12},
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{Key::A, SDL_SCANCODE_A},
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{Key::B, SDL_SCANCODE_B},
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{Key::C, SDL_SCANCODE_C},
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{Key::D, SDL_SCANCODE_D},
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{Key::E, SDL_SCANCODE_E},
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{Key::F, SDL_SCANCODE_F},
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{Key::G, SDL_SCANCODE_G},
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{Key::H, SDL_SCANCODE_H},
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{Key::I, SDL_SCANCODE_I},
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{Key::J, SDL_SCANCODE_J},
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{Key::K, SDL_SCANCODE_K},
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{Key::L, SDL_SCANCODE_L},
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{Key::M, SDL_SCANCODE_M},
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{Key::N, SDL_SCANCODE_N},
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{Key::O, SDL_SCANCODE_O},
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{Key::P, SDL_SCANCODE_P},
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{Key::Q, SDL_SCANCODE_Q},
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{Key::R, SDL_SCANCODE_R},
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{Key::S, SDL_SCANCODE_S},
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{Key::T, SDL_SCANCODE_T},
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{Key::U, SDL_SCANCODE_U},
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{Key::V, SDL_SCANCODE_V},
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{Key::W, SDL_SCANCODE_W},
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{Key::X, SDL_SCANCODE_X},
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{Key::Y, SDL_SCANCODE_Y},
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{Key::Z, SDL_SCANCODE_Z},
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{Key::NUM_0, SDL_SCANCODE_0},
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{Key::NUM_1, SDL_SCANCODE_1},
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{Key::NUM_2, SDL_SCANCODE_2},
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{Key::NUM_3, SDL_SCANCODE_3},
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{Key::NUM_4, SDL_SCANCODE_4},
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{Key::NUM_5, SDL_SCANCODE_5},
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{Key::NUM_6, SDL_SCANCODE_6},
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{Key::NUM_7, SDL_SCANCODE_7},
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{Key::NUM_8, SDL_SCANCODE_8},
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{Key::NUM_9, SDL_SCANCODE_9},
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{Key::LEFT_BRACKET, SDL_SCANCODE_LEFTBRACKET},
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{Key::RIGHT_BRACKET, SDL_SCANCODE_RIGHTBRACKET},
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{Key::SEMICOLON, SDL_SCANCODE_SEMICOLON},
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{Key::APOSTROPHE, SDL_SCANCODE_APOSTROPHE},
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{Key::COMMA, SDL_SCANCODE_COMMA},
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{Key::PERIOD, SDL_SCANCODE_PERIOD},
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{Key::SLASH, SDL_SCANCODE_SLASH},
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{Key::BACKSLASH, SDL_SCANCODE_BACKSLASH},
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{Key::GRAVE, SDL_SCANCODE_GRAVE}
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};
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}
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@ -1,82 +1,86 @@
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#include "KeyboardController.h"
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#include "Game.h"
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#include "Components.h"
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#include "TransformComponent.h"
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#include "AssetManager.h"
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#include "SpriteComponent.h"
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KeyboardController::KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity)
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{
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this->up = up;
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this->down = down;
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this->left = left;
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this->right = right;
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this->fire = fire;
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this->fireVelocity = fireVelocity;
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}
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KeyboardController::KeyboardController(Input* input, Key up, Key down, Key left, Key right, Key fire, Vector2D fireVelocity)
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: m_input(input), m_up(up), m_down(down), m_left(left), m_right(right), m_fire(fire) {}
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void KeyboardController::init()
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{
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sprite = &entity->getComponent<SpriteComponent>();
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transform = &entity->getComponent<TransformComponent>();
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m_sprite = &entity->getComponent<SpriteComponent>();
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m_transform = &entity->getComponent<TransformComponent>();
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}
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void KeyboardController::update()
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{
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transform->direction.x = 0;
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transform->direction.y = 0;
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sprite->playAnimation(IDLE);
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m_transform->direction.x = 0;
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m_transform->direction.y = 0;
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m_sprite->playAnimation(IDLE);
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if (keystates[this->up]) {
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transform->direction.y = -1;
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sprite->playAnimation(WALK);
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SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
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}
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if (keystates[this->left]) {
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transform->direction.x = -1;
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sprite->playAnimation(WALK);
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sprite->setDirection(Direction::LEFT);
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SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
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}
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if (keystates[this->down]) {
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transform->direction.y = 1;
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sprite->playAnimation(WALK);
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SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
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}
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if (keystates[this->right]) {
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transform->direction.x = 1;
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sprite->playAnimation(WALK);
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sprite->setDirection(Direction::RIGHT);
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if (m_input->isKeyDown(m_left))
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{
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m_transform->direction.x = -1;
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m_sprite->playAnimation(WALK);
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m_sprite->setDirection(Direction::LEFT);
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SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
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}
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if (keystates[this->fire]) {
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if (m_input->isKeyDown(m_right))
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{
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m_transform->direction.x = 1;
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m_sprite->playAnimation(WALK);
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m_sprite->setDirection(Direction::RIGHT);
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SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
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}
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if (m_input->isKeyDown(m_up))
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{
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m_transform->direction.y = -1;
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m_sprite->playAnimation(WALK);
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SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
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}
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if (m_input->isKeyDown(m_down))
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{
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m_transform->direction.y = 1;
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m_sprite->playAnimation(WALK);
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SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
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}
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if (m_input->isKeyDown(m_fire))
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{
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Uint32 currentTicks = SDL_GetTicks();
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if (currentTicks - lastFireTime >= fireCooldown) {
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if (currentTicks - m_lastFireTime >= m_fireCooldown)
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{
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player = &entity->getComponent<TransformComponent>();
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m_player = &entity->getComponent<TransformComponent>();
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//checks player source via the firing velocity
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//TODO: adding actual projectile textures
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if (fireVelocity.x > 0) {
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sprite->setDirection(Direction::RIGHT);
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this->entity->getManager().getGame()->assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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1, 180, 2, "assets/egg.png", this->entity->getTeam());
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}
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else {
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sprite->setDirection(Direction::LEFT);
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this->entity->getManager().getGame()->assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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if (m_fireVelocity.x > 0)
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{
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m_sprite->setDirection(Direction::RIGHT);
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this->entity->getManager().getGame()->assets->createProjectile(Vector2D(m_player->position.x, m_player->position.y), m_fireVelocity,
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1, 180, 2, "assets/egg.png", this->entity->getTeam());
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}
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lastFireTime = currentTicks;
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else
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{
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m_sprite->setDirection(Direction::LEFT);
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this->entity->getManager().getGame()->assets->createProjectile(Vector2D(m_player->position.x, m_player->position.y), m_fireVelocity,
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1, 180, 2, "assets/egg.png", this->entity->getTeam());
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}
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m_lastFireTime = currentTicks;
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}
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}
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}
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void KeyboardController::modifyAtkSpeed(int8_t modifier)
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{
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this->fireCooldown -= modifier * 400;
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this->m_fireCooldown -= modifier * 400;
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}
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