mirror of
https://github.com/zoriya/Bomberman.git
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Fix documentation and remove friend keyword
Remove friend keyword and put variables in public instead Fix documentation where the name of the component is not specified Co-Authored-By: Benjamin HENRY <44569175+EternalRat@users.noreply.github.com>
This commit is contained in:
@@ -11,34 +11,35 @@
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namespace BBM
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namespace BBM
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{
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{
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class ControllableComponent : public WAL::Component
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class ControllableComponent : public WAL::Component
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{
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{
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private:
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public:
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float _moveX = 0;
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//! @brief input value for X axe
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float _moveZ = 0;
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float moveX = 0;
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bool _jump = false;
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//! @brief input value for Z axe
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bool _bomb = false;
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float moveZ = 0;
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bool _pause = false;
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//! @brief input value for jump
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public:
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bool jump = false;
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//! @brief input value for bomb
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bool bomb = false;
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//! @brief input value for pause
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bool pause = false;
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//! @inherit
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief A component can't be instantiated, it should be derived.
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//! @brief A Controllable component can't be instantiated, it should be derived.
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explicit ControllableComponent(WAL::Entity &entity);
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explicit ControllableComponent(WAL::Entity &entity);
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//! @brief Constructor
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//! @brief Constructor
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ControllableComponent(WAL::Entity &entity, unsigned int maxBombCount);
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ControllableComponent(WAL::Entity &entity, unsigned int maxBombCount);
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//! @brief A component can't be instantiated, it should be derived.
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//! @brief A Controllable component can't be instantiated, it should be derived.
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ControllableComponent(const ControllableComponent &) = default;
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ControllableComponent(const ControllableComponent &) = default;
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//! @brief default destructor
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//! @brief default destructor
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~ControllableComponent() override = default;
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~ControllableComponent() override = default;
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//! @brief A component can't be assigned
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//! @brief A Controllable omponent can't be assigned
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ControllableComponent &operator=(const ControllableComponent &) = delete;
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ControllableComponent &operator=(const ControllableComponent &) = delete;
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friend class KeyboardSystem;
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friend class ControllableSystem;
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};
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};
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}
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}
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@@ -36,8 +36,8 @@ namespace BBM
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this->_healthPoint -= damage;
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this->_healthPoint -= damage;
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}
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}
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void HealthComponent::die(void)
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unsigned int HealthComponent::getHealthPoint(void) const
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{
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{
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this->_entity.setDisable(true);
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return (this->_healthPoint);
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}
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}
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}
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}
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@@ -25,27 +25,25 @@ namespace BBM
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//! @brief reduce health
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//! @brief reduce health
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void takeDmg(unsigned int damage);
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void takeDmg(unsigned int damage);
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//! @brief disable the entity
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//! @brief return health point of the entity
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void die(void);
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unsigned int getHealthPoint(void) const;
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//! @inherit
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief A component can't be instantiated, it should be derived.
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//! @brief A Health component can't be instantiated, it should be derived.
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explicit HealthComponent(WAL::Entity &entity);
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explicit HealthComponent(WAL::Entity &entity);
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//! @brief Constructor
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//! @brief Constructor
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HealthComponent(WAL::Entity &entity, unsigned int healthPoint);
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HealthComponent(WAL::Entity &entity, unsigned int healthPoint);
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//! @brief A component can't be instantiated, it should be derived.
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//! @brief A Health component can't be instantiated, it should be derived.
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HealthComponent(const HealthComponent &) = default;
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HealthComponent(const HealthComponent &) = default;
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//! @brief default destructor
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//! @brief default destructor
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~HealthComponent() override = default;
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~HealthComponent() override = default;
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//! @brief A component can't be assigned
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//! @brief A Health component can't be assigned
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HealthComponent &operator=(const HealthComponent &) = delete;
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HealthComponent &operator=(const HealthComponent &) = delete;
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friend class HealthSystem;
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};
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};
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}
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}
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@@ -32,21 +32,19 @@ namespace BBM
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//! @inherit
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief A component can't be instantiated, it should be derived.
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//! @brief A Keyboard component can't be instantiated, it should be derived.
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explicit KeyboardComponent(WAL::Entity &entity);
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explicit KeyboardComponent(WAL::Entity &entity);
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//! @brief Constructor
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//! @brief Constructor
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KeyboardComponent(WAL::Entity &entity, unsigned int maxBombCount);
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KeyboardComponent(WAL::Entity &entity, unsigned int maxBombCount);
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//! @brief A component can't be instantiated, it should be derived.
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//! @brief A Keyboard component can't be instantiated, it should be derived.
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KeyboardComponent(const KeyboardComponent &) = default;
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KeyboardComponent(const KeyboardComponent &) = default;
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//! @brief default destructor
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//! @brief default destructor
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~KeyboardComponent() override = default;
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~KeyboardComponent() override = default;
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//! @brief A component can't be assigned
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//! @brief A Keyboard component can't be assigned
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KeyboardComponent &operator=(const KeyboardComponent &) = delete;
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KeyboardComponent &operator=(const KeyboardComponent &) = delete;
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friend class KeyboardSystem;
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};
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};
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}
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}
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@@ -19,7 +19,7 @@ namespace BBM
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{
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{
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auto &health = entity.getComponent<HealthComponent>();
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auto &health = entity.getComponent<HealthComponent>();
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if (health._healthPoint == 0);
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if (health.getHealthPoint() == 0);
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health.die();
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entity.setDisable(true);
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}
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}
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}
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}
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@@ -20,22 +20,22 @@ namespace BBM
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auto &keyboard = entity.getComponent<KeyboardComponent>();
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auto &keyboard = entity.getComponent<KeyboardComponent>();
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auto &controllable= entity.getComponent<ControllableComponent>();
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auto &controllable= entity.getComponent<ControllableComponent>();
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static const std::map<int, bool> keyPressedMap = {
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static const std::map<int, bool> keyPressedMap = {
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{keyboard.keyJump, controllable._jump},
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{keyboard.keyJump, controllable.jump},
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{keyboard.keyBomb, controllable._bomb},
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{keyboard.keyBomb, controllable.bomb},
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{keyboard.keyPause, controllable._pause}
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{keyboard.keyPause, controllable.pause}
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};
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};
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for (auto key : keyPressedMap)
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for (auto key : keyPressedMap)
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key.second = RAY::IsKeyPressed(key.first);
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key.second = RAY::IsKeyPressed(key.first);
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controllable._moveX = 0;
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controllable.moveX = 0;
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controllable._moveZ = 0;
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controllable.moveZ = 0;
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if (RAY::IsKeyPressed(keyboard.keyRight))
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if (RAY::IsKeyPressed(keyboard.keyRight))
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controllable._moveX += 1;
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controllable.moveX += 1;
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if (RAY::IsKeyPressed(keyboard.keyLeft))
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if (RAY::IsKeyPressed(keyboard.keyLeft))
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controllable._moveX -= 1;
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controllable.moveX -= 1;
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if (RAY::IsKeyPressed(keyboard.keyUp))
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if (RAY::IsKeyPressed(keyboard.keyUp))
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controllable._moveX += 1;
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controllable.moveX += 1;
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if (RAY::IsKeyPressed(keyboard.keyDown))
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if (RAY::IsKeyPressed(keyboard.keyDown))
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controllable._moveX -= 1;
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controllable.moveX -= 1;
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}
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}
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}
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}
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