Added functions to link gamepad inputs (as recognized by the engine) and the inputs defined in the gameplay classes.
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commit
e83aabf56f
@ -178,7 +178,7 @@ public class GamepadInput {
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float magnitude = (float) Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
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float angle = (float) Math.toDegrees(2 * Math.atan(y /(x + magnitude)));
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if (magnitude < 0.1) return CENTER;
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if (magnitude < 0.3) return CENTER;
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if (angle < 22.5 && angle > -22.5) return RIGHT;
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else if (angle > -67.5 && angle < -22.5) return UPPER_RIGHT;
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else if (angle > -112.5 && angle < -67.5) return UP;
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@ -16,4 +16,28 @@ public enum Button {
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default : return -1;
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}
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}
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public String toString() {
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switch (this) {
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case UP : return "UP";
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case DOWN : return "DOWN";
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case LEFT : return "LEFT";
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case RIGHT : return "RIGHT";
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case A : return "A";
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case B : return "B";
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case C : return "C";
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case D : return "D";
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default : return "???";
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}
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}
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public static Button intToButton(int i) {
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Button[] b = {UP, DOWN, LEFT, RIGHT, A, B, C, D};
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try {
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return b[i];
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} catch (ArrayIndexOutOfBoundsException e) {
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//TODO: put error message here
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return null;
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}
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}
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}
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@ -1,5 +1,7 @@
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package gameplay.input;
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import engine.input.GamepadInput;
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public class InputBuffer {
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/**
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@ -72,9 +74,19 @@ public class InputBuffer {
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* record a new input in the
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* @param inputs a size 8 tab of inputs
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*/
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private void recordInputs(Inputs inputs) {
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public void recordInputs(Inputs inputs) {
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this.nextPos();
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this.setLatestInputs(inputs);
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}
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/**
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* records the new Inputs from a gamepad in the gamepad buffer
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* @param pad the gamepad to record
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*/
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public void recordInputsFromGamepad(GamepadInput pad) {
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Inputs in = new Inputs();
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in.recordFromGamepad(pad);
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this.recordInputs(in);
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}
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}
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@ -1,5 +1,8 @@
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package gameplay.input;
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import engine.input.GamepadInput;
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import engine.input.InputConst;
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/**
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* The class handling the parsing of one input.
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* @author Victor
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@ -18,7 +21,7 @@ public class Inputs {
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/**
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* record one input
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* @param i the integer value corresponding to the tab location
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* @param b the input to be recorded
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*/
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public void recordOneInput(Button b) {
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int i = b.toInt();
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@ -27,7 +30,7 @@ public class Inputs {
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/**
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* Check if a specific input (for example UP) has been recorded
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* @param i the integer value corresponding to the input
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* @param b the button to be checked
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* @return
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*/
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public boolean containsInput(Button b) {
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@ -61,6 +64,24 @@ public class Inputs {
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public boolean[] getInputs() {
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return this.tab;
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}
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public void recordFromGamepad(GamepadInput pad) {
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this.tab[Button.UP.toInt()] = pad.checkPressed(InputConst.up);
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this.tab[Button.DOWN.toInt()] = pad.checkPressed(InputConst.down);
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this.tab[Button.LEFT.toInt()] = pad.checkPressed(InputConst.left);
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this.tab[Button.RIGHT.toInt()] = pad.checkPressed(InputConst.right);
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this.tab[Button.A.toInt()] = pad.checkPressed(InputConst.buttonX);
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this.tab[Button.B.toInt()] = pad.checkPressed(InputConst.buttonA);
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this.tab[Button.C.toInt()] = pad.checkPressed(InputConst.buttonY);
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this.tab[Button.D.toInt()] = pad.checkPressed(InputConst.buttonB);
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}
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public String toString() {
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String s = "";
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for(int i = 0; i < numberOfInputs; i++) {
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if(this.tab[i]) {s = s + Button.intToButton(i).toString() + " "; }
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}
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return s;
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}
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}
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@ -1,9 +1,18 @@
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package gameplay.match;
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import engine.Engine;
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import engine.input.Button;
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import engine.input.GamepadInput;
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import engine.input.InputConst;
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import engine.object.ObjectGl;
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import gameplay.input.InputBuffer;
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import gameplay.entities.*;
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import gameplay.entities.Character;
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import engine.Engine;
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import java.util.ArrayList;
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import java.util.List;
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import static org.lwjgl.glfw.GLFW.*;
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/**
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* Main class that describes the base structure of the match, with characters, timer and such
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@ -39,18 +48,92 @@ public class match {
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this.roundsWonP2 = 0;
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}
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public static void main(String[] args) throws Exception {
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/*
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Engine engine = new Engine(800, 600, 3.0f / 4.0f);
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engine.init();
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/**
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* Main function of a match. Contains the main gameplay loop.
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* @param args arguments
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*/
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public static void main(String args[]) {
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Character p1 = new Character(); //TODO : change to not a blank
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Character p2 = new Character(); //TODO : same as above
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match match = new match(p1,p2);
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String path = "textures/zangief_sprite.png";
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ObjectGl zangief = new ObjectGl(0f, 60f, 80f, 10f, path, null);
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zangief.setTextureWrap(58, 0, 62, 84, ObjectGl.STICK_TOP);
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engine.add_objectGl(zangief);
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long timer = System.currentTimeMillis();
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long lastFrame;
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int frame = 0;
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boolean nextFrame = false;
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boolean Joystick1Present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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GamepadInput gamepad1 = null;
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Button jump = null;
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if (Joystick1Present) {
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gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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gamepad1.inputRefresh();
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List<Integer> listJump = new ArrayList<>();
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listJump.add(InputConst.buttonA);
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jump = new Button("jump", listJump, gamepad1);
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}
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while (engine.isRunning()) {
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lastFrame = System.currentTimeMillis();
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// Game logic should fit here
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if (Joystick1Present) {
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gamepad1.inputRefresh();
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System.out.println(gamepad1.getAxisDiscreet(GLFW_GAMEPAD_AXIS_LEFT_X));
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// Check si le personnage a sauté
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if (jump.isButtonPressed()) {
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// Le personnage saute
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System.out.println(" JE SAUTE ");
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}
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}
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engine.update();
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engine.render();
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frame++;
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if (System.currentTimeMillis() - timer > 1000) {
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timer += 1000;
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System.out.println("FPS: " + frame);
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frame = 0;
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}
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while (!nextFrame) {
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nextFrame = System.currentTimeMillis() - lastFrame >= 16.66f;
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}
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nextFrame = false;
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if (engine.shouldClose()) engine.setRunning(false);
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} */
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long framestart = System.currentTimeMillis();
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long frameend = System.currentTimeMillis();
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int frame = 0;
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boolean goToNextFrame = true;
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boolean Joystick1Present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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GamepadInput gamepad1 = null;
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match match = new match(new Character(),new Character());
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if (Joystick1Present) {
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gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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gamepad1.inputRefresh();
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}
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while(goToNextFrame) {
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framestart = System.currentTimeMillis();
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frame++;
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gamepad1.inputRefresh();
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match.inputsP1.recordInputsFromGamepad(gamepad1);
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System.out.println("Frame " + frame + " " + match.inputsP1.getLatestInputs().toString());
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frameend = System.currentTimeMillis();
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while(frameend-framestart < (1000/60)) {
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frameend = System.currentTimeMillis();
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}
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}
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}
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}
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