Got character walking around, fixed leak
This commit is contained in:
@@ -28,6 +28,8 @@
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<None Include="assets\scripts\demo\tilemap\tilemap.toy" />
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<None Include="assets\scripts\demo\tilemap\tilemap.toy" />
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<None Include="assets\scripts\empty.toy" />
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<None Include="assets\scripts\empty.toy" />
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<None Include="assets\scripts\airplane.toy" />
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<None Include="assets\scripts\airplane.toy" />
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<None Include="assets\scripts\gameplay\lejana.toy" />
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<None Include="assets\scripts\gameplay\scene.toy" />
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<None Include="assets\scripts\init.toy" />
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<None Include="assets\scripts\init.toy" />
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</ItemGroup>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<PropertyGroup Label="Globals">
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154
assets/scripts/gameplay/lejana.toy
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154
assets/scripts/gameplay/lejana.toy
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@@ -0,0 +1,154 @@
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import node;
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//constants
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var SPEED: int const = 3;
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//variables
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var parent: opaque = null; //cache the parent for quick access
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var posX: int = 50;
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var posY: int = 50;
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var WIDTH: int const = 128;
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var HEIGHT: int const = 128;
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var xspeed: int = 0;
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var yspeed: int = 0;
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//polyfills - animating different cycles on one image
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var SPRITE_WIDTH: int const = 32;
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var SPRITE_HEIGHT: int const = 32;
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var stepCount: int = 0;
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var stepDelay: int = 10;
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fn faceDown(node: opaque) {
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node.setNodeRect(0, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeFrames(4);
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}
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fn faceUp(node: opaque) {
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node.setNodeRect(32 * 4, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeFrames(4);
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}
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fn faceLeft(node: opaque) {
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node.setNodeRect(32 * 8, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeFrames(4);
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}
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fn faceRight(node: opaque) {
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node.setNodeRect(32 * 8, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeFrames(4);
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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//
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}
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fn onInit(node: opaque) {
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parent = node.getParentNode();
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node.loadTexture("sprites:/lejana.png");
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node.faceDown();
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}
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fn onStep(node: opaque) {
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posX += xspeed;
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posY += yspeed;
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//animate after X steps
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if (xspeed == 0 && yspeed == 0) {
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stepCount = 0;
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node.setCurrentNodeFrame(0);
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}
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else {
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if (++stepCount >= stepDelay) {
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node.incrementCurrentNodeFrame();
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stepCount = 0;
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}
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}
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}
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fn onFree(node: opaque) {
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node.freeTexture();
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}
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fn onDraw(node: opaque) {
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var px = 0;
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var py = 0;
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if (parent != null) {
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px = parent.callNodeFn("getX");
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py = parent.callNodeFn("getY");
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}
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node.drawNode(posX + px, posY + py, WIDTH, HEIGHT);
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}
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//event functions
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fn onKeyDown(node: opaque, event: string) {
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if (event == "character_up") {
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yspeed -= SPEED;
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faceUp(node);
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return;
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}
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if (event == "character_down") {
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yspeed += SPEED;
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faceDown(node);
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return;
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}
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if (event == "character_left") {
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xspeed -= SPEED;
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faceLeft(node);
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return;
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}
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if (event == "character_right") {
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xspeed += SPEED;
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faceRight(node);
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return;
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}
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}
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fn onKeyUp(node: opaque, event: string) {
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if (event == "character_up" && yspeed < 0) {
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yspeed = 0;
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return;
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}
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if (event == "character_down" && yspeed > 0) {
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yspeed = 0;
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return;
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}
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if (event == "character_left" && xspeed < 0) {
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xspeed = 0;
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return;
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}
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if (event == "character_right" && xspeed > 0) {
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xspeed = 0;
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return;
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}
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}
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fn onMouseMotion(node: opaque, x: int, y: int, xrel: int, yrel: int) {
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//
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}
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fn onMouseButtonDown(node: opaque, x: int, y: int, button: string) {
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//jump to pos
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posX = x - WIDTH / 2;
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posY = y - HEIGHT / 2;
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}
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fn onMouseButtonUp(node: opaque, x: int, y: int, button: string) {
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//
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}
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fn onMouseWheel(node: opaque, xrel: int, yrel: int) {
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//
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}
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0
assets/scripts/gameplay/scene.toy
Normal file
0
assets/scripts/gameplay/scene.toy
Normal file
@@ -28,10 +28,10 @@
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//this function must always be called, or the engine won't run
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//this function must always be called, or the engine won't run
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initWindow("Airport Game", 1080, 720, false);
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initWindow("Skyland", 1080, 720, false);
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//kick off the logic of the scene graph
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//kick off the logic of the scene graph
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loadRootNode("scripts:/demo/scene.toy");
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loadRootNode("scripts:/gameplay/lejana.toy");
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}
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}
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//Globals go here
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//Globals go here
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BIN
assets/sprites/lejana.png
Normal file
BIN
assets/sprites/lejana.png
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Binary file not shown.
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After Width: | Height: | Size: 1.5 KiB |
@@ -146,8 +146,10 @@ static inline void execLoadRootNode() {
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//immediately call onLoad() after running the script - for loading other nodes
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//immediately call onLoad() after running the script - for loading other nodes
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Box_callEngineNode(engine.rootNode, &inner, "onLoad", NULL);
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Box_callEngineNode(engine.rootNode, &inner, "onLoad", NULL);
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//cache the scope for later freeing
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engine.rootNode->scope = inner.scope;
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//manual cleanup
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//manual cleanup
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Toy_popScope(inner.scope);
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Toy_freeLiteralArray(&inner.stack);
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Toy_freeLiteralArray(&inner.stack);
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Toy_freeLiteralArray(&inner.literalCache);
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Toy_freeLiteralArray(&inner.literalCache);
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@@ -207,7 +209,7 @@ static inline void execEvents() {
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//call the function
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//call the function
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Toy_pushLiteralArray(&args, eventLiteral);
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Toy_pushLiteralArray(&args, eventLiteral);
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Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onKeyDown", &args);
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Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onKeyDown", &args);
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Toy_popLiteralArray(&args);
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Toy_freeLiteral(Toy_popLiteralArray(&args));
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//push to the event list
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//push to the event list
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Toy_freeLiteral(eventLiteral);
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Toy_freeLiteral(eventLiteral);
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@@ -234,7 +236,7 @@ static inline void execEvents() {
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//call the function
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//call the function
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Toy_pushLiteralArray(&args, eventLiteral);
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Toy_pushLiteralArray(&args, eventLiteral);
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Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onKeyUp", &args);
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Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onKeyUp", &args);
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Toy_popLiteralArray(&args);
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Toy_freeLiteral(Toy_popLiteralArray(&args));
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//push to the event list
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//push to the event list
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Toy_freeLiteral(eventLiteral);
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Toy_freeLiteral(eventLiteral);
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@@ -86,7 +86,7 @@ static int nativeInitWindow(Toy_Interpreter* interpreter, Toy_LiteralArray* argu
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printf("Renderer: %s (HW %s)\n", rendererInfo.name, rendererInfo.flags & SDL_RENDERER_ACCELERATED ? "yes" : "no");
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printf("Renderer: %s (HW %s)\n", rendererInfo.name, rendererInfo.flags & SDL_RENDERER_ACCELERATED ? "yes" : "no");
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
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SDL_RenderSetLogicalSize(engine.renderer, engine.screenWidth, engine.screenHeight);
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SDL_RenderSetLogicalSize(engine.renderer, engine.screenWidth, engine.screenHeight);
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//only run with a window
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//only run with a window
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