Main Gameplay Loop done.
Only Missing Throws and Projectile handling. Need to be fused with engine.
This commit is contained in:
@ -5,6 +5,7 @@ import engine.input.GamepadInput;
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import gameplay.actions.Attack;
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import gameplay.actions.attackPart;
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import gameplay.entities.Status;
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import gameplay.frames.Frame;
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import gameplay.hitboxes.Active_HitBox;
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import gameplay.hitboxes.Passive_HitBox;
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import gameplay.input.InputBuffer;
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@ -22,13 +23,18 @@ import static org.lwjgl.glfw.GLFW.*;
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*
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*/
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public class match {
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/**
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* the number of inputs read for each character, a.k.a. for how many frames the inputs are saved in memory.
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* the number of inputs read for each character, a.k.a. for how many frames the inputs are saved in memory.
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*/
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private static final int inputBufferSize = 120;
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/**
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* the level of the "ground", used to determine if a character is in the air or not.
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*/
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private static final int groundLevel = 250;
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private int timer;
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private int timer;
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private InputBuffer inputsP1, inputsP2;
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private int roundsWonP1, roundsWonP2;
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private Character p1, p2; //characters of player 1 and 2
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@ -60,8 +66,8 @@ public class match {
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this.timer = 99;
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this.inputsP1 = new InputBuffer(inputBufferSize);
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this.inputsP2 = new InputBuffer(inputBufferSize);
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this.p1.setPos(-500, 250); //TODO : change to better values if needed
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this.p2.setPos(500, 250); //TODO : change to better values if needed
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this.p1.setPos(-500, groundLevel); //TODO : change to better values if needed
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this.p2.setPos(500, groundLevel); //TODO : change to better values if needed
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}
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/**
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@ -144,11 +150,9 @@ public class match {
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nextFrame = false;
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if (engine.shouldClose()) engine.setRunning(false);
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} */
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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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boolean Joystick2Present = glfwJoystickPresent(GLFW_JOYSTICK_2);
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match match = new match(new Character(),new Character()); //TOD0 : Change to not empty chars
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match match = new match(new Character(),new Character()); //TODO : Change to not empty chars
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if (Joystick1Present) {
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gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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@ -214,6 +218,47 @@ public class match {
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case 21:
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handleThrows();
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handleHits(p1,p2,inputsP2);
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handleHits(p2,p1,inputsP1);
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ac(22);
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break;
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//Update of the current frame of each character
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case 22:
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if(p1.getCurrentframe().islastFrameOfHit()) {
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p1.removeFirstAttackPart();
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}
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if(p2.getCurrentframe().islastFrameOfHit()) {
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p2.removeFirstAttackPart();
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}
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nextFrame(p1,inputsP1);
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nextFrame(p2,inputsP2);
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updatePos(p1);
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updatePos(p2);
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boolean p1LooksRight = p1.getPosX() < p2.getPosX();
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if(p1LooksRight) {
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Frame f = new Frame();
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f.clone(p2.getCurrentframe());
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f.invertHitBoxes();
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p2.setCurrentFrame(f);
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} else {
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Frame f = new Frame();
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f.clone(p1.getCurrentframe());
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f.invertHitBoxes();
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p1.setCurrentFrame(f);
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}
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ac(23);
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break;
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//Waits the end of 1/60th of a second since start of frame then loops back to start
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case 23:
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timeStamp2 = System.currentTimeMillis();
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while(timeStamp2-timeStamp1<(1000/60)) {
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timeStamp2 = System.currentTimeMillis();
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}
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frameCount++;
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timeStamp1 = System.currentTimeMillis();
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ac(10);
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break;
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}
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}
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@ -322,7 +367,7 @@ public class match {
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boolean touchV = (aH.getPosY() - aH.getSize_y() < pH.getPosY()) && (aH.getPosY() > pH.getPosY() - pH.getSize_y());
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if(touchH && touchV) {
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if(p2.)
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getHit(p2,hit,inputsP2.getLatestInputs());
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hit.setHasHit(true);
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aP.set(0,hit);
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}
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@ -332,4 +377,101 @@ public class match {
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}
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}
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/**
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* Handles a character getting hit by an attack part.
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* @param c the character that's getting hit
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* @param aP the attackPart hitting the character
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* @param inputs the current inputs of c
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*/
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private static void getHit(Character c, attackPart aP, Inputs inputs) {
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boolean getsHit = (c.getStatus() == Status.JUMPING) || (c.getStatus() == Status.HITINAIR) || (c.getStatus() == Status.FALLING)
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|| inputs.containsInput(ButtonIG.BACK)
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|| (aP.isLow() && !inputs.containsInput(ButtonIG.DOWN))
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|| (aP.isOverHead() && inputs.containsInput(ButtonIG.DOWN));
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Frame[] nextFrames;
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c.clearNextFrames();
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if(getsHit) {
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switch (c.getStatus()) {
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case JUMPING: case HITINAIR: case FALLING :
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nextFrames = new Frame[20];
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for(int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getHitInAirFrame();
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}
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c.addNextFrames(nextFrames);
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c.reduceHP(aP.getDamage());
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c.setStatus(Status.HITINAIR);
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break;
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default :
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c.clearNextFrames();
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if(!aP.knocksDown()) {
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nextFrames = new Frame[aP.getHitstun()];
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if (inputs.containsInput(ButtonIG.DOWN)) {
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for (int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getCrouchHitFrame();
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}
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} else {
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for (int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getStandHitFrame();
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}
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}
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} else {
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nextFrames = new Frame[c.getKnockedDownFrames().length];
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for (int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getKnockedDownFrames()[i];
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}
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}
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c.addNextFrames(nextFrames);
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c.reduceHP(aP.getDamage());
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break;
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}
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} else {
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nextFrames = new Frame[aP.getBlockstun()];
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if(inputs.containsInput(ButtonIG.DOWN)) {
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for(int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getCrouchGuardFrame();
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}
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} else {
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for(int i = 0; i < nextFrames.length; i++) {
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nextFrames[i] = c.getStandGuardFrame();
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}
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}
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c.reduceHP(aP.getChipDamage());
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c.addNextFrames(nextFrames);
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}
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}
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/**
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* Sets the character to its next logical frame
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* @param c the character
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* @param in the input buffer corresponding to the character
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*/
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private void nextFrame(Character c, InputBuffer in) {
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if(!c.getFrames().getNextframe().equals(null)){
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c.goToNextFrames();
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} else {
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switch(c.getStatus()) {
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case FALLING:case HITINAIR:
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if(c.getPosY() > groundLevel){
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c.setStatus(Status.FALLING);
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c.setCurrentFrame(c.getFallingframe());
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} else {
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c.setPos(c.getPosX(),groundLevel);
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c.setStatus(Status.KNOCKEDDOWN);
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c.addNextFrames(c.getKnockedDownFrames());
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}
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default:
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c.setStatus(Status.NORMAL);
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if(in.getLatestInputs().containsInput(ButtonIG.DOWN)) {
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c.addNextFrames(c.getDefaultCrouchingFrames());
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} else {c.addNextFrames(c.getDefaultStandingFrames());}
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break;
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}
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}
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}
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private void updatePos(Character c) {
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c.setPos((int)(c.getPosX()+c.getCurrentframe().getMove_x()),(int)(c.getPosY()+c.getCurrentframe().getMove_y()));
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}
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}
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