Added a very basic PlayerSystem, and a PlayerComponent.
This commit is contained in:
@@ -10,16 +10,17 @@ class System
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friend class SystemPipeline;
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friend class SystemPipeline;
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public:
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public:
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System(const EventBroker* eventBroker, std::string componentType)
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System(EventBroker* eventBroker, std::string componentType)
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: m_EventBroker(eventBroker)
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: m_EventBroker(eventBroker)
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, m_ComponentType(componentType)
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, m_ComponentType(componentType)
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{ }
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{ }
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virtual void Initialize();
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virtual void Update(World* world, ComponentWrapper& component, double dt) = 0;
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virtual void Update(World* world, ComponentWrapper& component, double dt) = 0;
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private:
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private:
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const EventBroker* m_EventBroker;
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std::string m_ComponentType;
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std::string m_ComponentType;
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EventBroker* m_EventBroker;
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};
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};
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#endif
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#endif
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@@ -9,7 +9,7 @@
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class SystemPipeline
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class SystemPipeline
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{
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{
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public:
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public:
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SystemPipeline(const EventBroker* eventBroker)
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SystemPipeline(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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: m_EventBroker(eventBroker)
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{ }
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{ }
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~SystemPipeline()
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~SystemPipeline()
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@@ -51,7 +51,7 @@ public:
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}
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}
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private:
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private:
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const EventBroker* m_EventBroker;
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EventBroker* m_EventBroker;
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std::unordered_map<std::string, std::vector<System*>> m_Systems;
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std::unordered_map<std::string, std::vector<System*>> m_Systems;
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};
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};
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@@ -13,6 +13,7 @@
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#include "Core/EntityXMLFile.h"
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#include "Core/EntityXMLFile.h"
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#include "Core/SystemPipeline.h"
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#include "Core/SystemPipeline.h"
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#include "RaptorCopterSystem.h"
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#include "RaptorCopterSystem.h"
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#include "PlayerSystem.h"
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class Game
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class Game
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{
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{
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@@ -0,0 +1,34 @@
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#ifndef PlayerSystem_h__
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#define PlayerSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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class PlayerSystem : public System
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{
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public:
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PlayerSystem(EventBroker* eventBroker)
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: System(eventBroker, "Player")
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{ }
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void Initialize();
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virtual void Update(World* world, ComponentWrapper& player, double dt) override;
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private:
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float m_Speed;
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glm::vec3 m_Direction;
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EventBroker* m_EventBroker;
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EventRelay<PlayerSystem, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown &event);
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EventRelay<PlayerSystem, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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};
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#endif
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@@ -4,7 +4,7 @@
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class RaptorCopterSystem : public System
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class RaptorCopterSystem : public System
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{
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{
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public:
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public:
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RaptorCopterSystem(const EventBroker* eventBroker)
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RaptorCopterSystem(EventBroker* eventBroker)
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: System(eventBroker, "RaptorCopter")
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: System(eventBroker, "RaptorCopter")
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{ }
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{ }
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@@ -0,0 +1,4 @@
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<c:Player>
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<Speed>0</Speed>
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<Velocity X="0" Y="0" Z="0"/>
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</c:Player>
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@@ -0,0 +1,14 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Player">
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<xs:complexType>
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<xs:all>
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<xs:element name="Speed" type="t:double" minOccurs="0"/>
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<xs:element name="Velocity" type="t:Vector" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -31,6 +31,16 @@
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</c:Model>
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</c:Model>
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</Components>
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</Components>
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</Entity>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="2.5"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Entity>
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<Components>
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<Components>
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<c:Transform>
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<c:Transform>
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+2
-1
@@ -44,7 +44,8 @@ Game::Game(int argc, char* argv[])
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// Create system pipeline
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_LastTime = glfwGetTime();
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m_LastTime = glfwGetTime();
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@@ -0,0 +1,49 @@
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#include "PlayerSystem.h"
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void PlayerSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &PlayerSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PlayerSystem::OnKeyUp);
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}
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void PlayerSystem::Update(World * world, ComponentWrapper & player, double dt)
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{
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m_EventBroker->Process<PlayerSystem>();
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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}
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bool PlayerSystem::OnKeyDown(const Events::KeyDown & event)
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{
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if (event.KeyCode == GLFW_KEY_P) {
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m_Direction.z == -1;
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}
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if (event.KeyCode == GLFW_KEY_LEFT) {
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m_Direction.x == -1;
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}
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if (event.KeyCode == GLFW_KEY_DOWN) {
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m_Direction.z == 1;
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}
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if (event.KeyCode == GLFW_KEY_RIGHT) {
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m_Direction.x == 1;
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}
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return true;
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}
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bool PlayerSystem::OnKeyUp(const Events::KeyUp & event)
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{
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if (event.KeyCode == GLFW_KEY_UP) {
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m_Direction.z == 0;
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}
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if (event.KeyCode == GLFW_KEY_LEFT) {
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m_Direction.x == 0;
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}
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if (event.KeyCode == GLFW_KEY_DOWN) {
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m_Direction.z == 0;
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}
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if (event.KeyCode == GLFW_KEY_RIGHT) {
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m_Direction.x == 0;
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}
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return false;
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}
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