finished neko
This commit is contained in:
3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@@ -7,6 +7,7 @@
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"array": "c",
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"string": "c",
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"string_view": "c",
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"shape.h": "c"
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"shape.h": "c",
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"xfixes.h": "c"
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}
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}
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3
build.sh
3
build.sh
@@ -5,4 +5,5 @@ echo gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl
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gcc src/main.c src/neko.c -I src/ -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image) -lm
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echo Running...
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DISPLAY=:1 ./res/main
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#DISPLAY=:1 ./res/main
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./res/main
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BIN
res/oneko.gif
Normal file
BIN
res/oneko.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.2 KiB |
BIN
res/real_oneko.gif
Normal file
BIN
res/real_oneko.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.7 KiB |
@@ -97,6 +97,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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make_window_clickthrough();
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set_override_redirect();
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SDL_SetDefaultTextureScaleMode(renderer, SDL_SCALEMODE_PIXELART);
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neko_init(renderer, window);
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147
src/neko.c
147
src/neko.c
@@ -2,7 +2,6 @@
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#include "common.h"
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#include <math.h>
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static SDL_Texture *texture = NULL;
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static int texture_width = 0;
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static int texture_height = 0;
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@@ -12,19 +11,40 @@ static float speed = 5.0;
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#define TIME_BEFORE_SPLEEP 3000
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#define TIME_BEFORE_RUNNING 1000
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#define TIME_ANIM_INTERVAL 300
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enum CatState {
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SLEEPING,
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RUNNING,
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WAKING_UP,
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STAND_BY,
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} cat_state = RUNNING;
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ST_SLEEPING,
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ST_RUNNING,
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ST_WAKING_UP,
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ST_STAND_BY,
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} cat_state = ST_RUNNING;
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enum CatFrames {
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STAND_BY=0,
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WAKING_UP=1,
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UP=2,
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DOWN=4,
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LEFT=6,
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RIGHT=8,
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UP_LEFT=10,
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UP_RIGHT=12,
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DOWN_RIGHT=14,
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DOWN_LEFT=16,
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SLEEPING=18,
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};
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static int state_timer;
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static int anim_timer = 0;
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static int current_frame = 0;
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static float diffx, diffy;
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static IMG_Animation *anim;
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static SDL_Texture **anim_textures;
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int neko_init(SDL_Renderer *renderer, SDL_Window *window){
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SDL_Surface *surface = NULL;
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char *neko_bmp_path = NULL;
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char *neko_gif_path = NULL;
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/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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@@ -32,25 +52,26 @@ int neko_init(SDL_Renderer *renderer, SDL_Window *window){
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&neko_bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(neko_bmp_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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SDL_asprintf(&neko_gif_path, "%sreal_oneko.gif", SDL_GetBasePath());
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anim = IMG_LoadAnimation(neko_gif_path);
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if (!anim) {
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SDL_Log("Couldn't load %s: %s\n", neko_gif_path, SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(neko_gif_path); /* done with this, the file is loaded. */
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SDL_free(neko_bmp_path); /* done with this, the file is loaded. */
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texture_width = anim->w;
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texture_height = anim->h;
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texture_width = surface->w;
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texture_height = surface->h;
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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anim_textures = (SDL_Texture **)SDL_calloc(anim->count, sizeof(*anim_textures));
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if (!anim_textures) {
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SDL_Log("Couldn't allocate textures\n");
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IMG_FreeAnimation(anim);
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return SDL_APP_FAILURE;
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}
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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for (int i = 0; i < anim->count; ++i) {
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anim_textures[i] = SDL_CreateTextureFromSurface(renderer, anim->frames[i]);
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}
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SDL_AddTimer(50, move_cat, window);
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}
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@@ -60,18 +81,74 @@ void neko_render(SDL_Renderer *renderer, SDL_Window *window){
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dst_rect.x = catx;
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dst_rect.y = caty;
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dst_rect.h = WINDOW_HEIGHT/10;
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dst_rect.w = WINDOW_HEIGHT/10;
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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dst_rect.h = WINDOW_HEIGHT/15;
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dst_rect.w = WINDOW_HEIGHT/15;
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int texture_index = 0;
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switch (cat_state)
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{
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case ST_SLEEPING:
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texture_index = SLEEPING+current_frame;
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break;
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case ST_WAKING_UP:
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texture_index = WAKING_UP;
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break;
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case ST_STAND_BY:
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texture_index = STAND_BY;
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break;
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case ST_RUNNING:
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// We do this to know if our cat is moving in diagonals
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double angle = fabs(atan((double) (diffy/diffx)));
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if(angle<SDL_PI_D/3 && angle>SDL_PI_D/6){ // Diagonals
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if(diffy<0){
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if(diffx<0){
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texture_index = DOWN_RIGHT+current_frame;
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}else{
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texture_index = DOWN_LEFT+current_frame;
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}
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}else{
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if(diffx<0){
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texture_index = UP_RIGHT+current_frame;
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}else{
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texture_index = UP_LEFT+current_frame;
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}
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}
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}else{ // pas diagonals
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if(fabs(diffy) > fabs(diffx)){
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if(diffy<0){
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texture_index = DOWN+current_frame;
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}else{
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texture_index = UP+current_frame;
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}
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}else{
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if(diffx<0){
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texture_index = RIGHT+current_frame;
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}else{
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texture_index = LEFT+current_frame;
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}
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}
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}
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break;
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default:
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break;
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}
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SDL_RenderTexture(renderer, anim_textures[texture_index], NULL, &dst_rect);
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if(SDL_GetTicks()-anim_timer > TIME_ANIM_INTERVAL){
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current_frame = (current_frame+1) % 2;
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anim_timer=SDL_GetTicks();
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}
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}
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void neko_quit(){
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SDL_DestroyTexture(texture);
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SDL_DestroyTexture(anim_textures[current_frame]);
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}
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Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval){
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float mousex, mousey;
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float diffx, diffy, hypo;
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float hypo;
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int windowx, windowy;
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SDL_GetGlobalMouseState(&mousex, &mousey);
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@@ -82,31 +159,31 @@ Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval){
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hypo = sqrt(diffx*diffx + diffy*diffy);
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switch (cat_state)
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{
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case RUNNING:
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case ST_RUNNING:
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if (hypo>50){
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catx -= (diffx*speed/hypo);
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caty -= (diffy*speed/hypo);
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}else{
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cat_state = STAND_BY;
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cat_state = ST_STAND_BY;
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state_timer = SDL_GetTicks();
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}
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break;
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case STAND_BY:
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case ST_STAND_BY:
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if (hypo>50){
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cat_state = RUNNING;
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cat_state = ST_RUNNING;
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}else if (SDL_GetTicks()-TIME_BEFORE_SPLEEP > state_timer){
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cat_state = SLEEPING;
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cat_state = ST_SLEEPING;
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}
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break;
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case SLEEPING:
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case ST_SLEEPING:
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if (hypo>50){
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cat_state = WAKING_UP;
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cat_state = ST_WAKING_UP;
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state_timer = SDL_GetTicks();
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}
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break;
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case WAKING_UP:
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case ST_WAKING_UP:
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if (SDL_GetTicks()-TIME_BEFORE_RUNNING > state_timer){
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cat_state = RUNNING;
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cat_state = ST_RUNNING;
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}
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break;
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