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234 lines
8.0 KiB
C++
234 lines
8.0 KiB
C++
/**
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GDevelop - Top-down movement Behavior Extension
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Copyright (c) 2010-2015 Florian Rival (Florian.Rival@gmail.com)
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This project is released under the MIT License.
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*/
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#include <memory>
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#include <iostream>
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#include <set>
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#include "TopDownMovementBehavior.h"
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#include "GDCore/Tools/Localization.h"
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#include "GDCpp/Extensions/Builtin/MathematicalTools.h"
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#include "GDCpp/Project/Layout.h"
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#include "GDCpp/Serialization/SerializerElement.h"
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#include "GDCpp/RuntimeScene.h"
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#include "GDCpp/RuntimeObject.h"
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#include "GDCpp/CommonTools.h"
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#include <SFML/Window.hpp>
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#include "GDCore/CommonTools.h"
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#include <iostream>
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#include <cmath>
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#include <algorithm>
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#if defined(GD_IDE_ONLY)
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#include <map>
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#include "GDCore/IDE/Dialogs/PropertyDescriptor.h"
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#endif
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TopDownMovementBehavior::TopDownMovementBehavior() :
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allowDiagonals(true),
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acceleration(400),
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deceleration(800),
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maxSpeed(200),
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angularMaxSpeed(180),
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rotateObject(true),
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angleOffset(0),
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xVelocity(0),
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yVelocity(0),
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angularSpeed(0),
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ignoreDefaultControls(false),
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leftKey(false),
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rightKey(false),
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upKey(false),
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downKey(false)
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{
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}
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float TopDownMovementBehavior::GetSpeed()
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{
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return sqrt(xVelocity*xVelocity+yVelocity*yVelocity);
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}
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void TopDownMovementBehavior::DoStepPreEvents(RuntimeScene & scene)
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{
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//Get the player input:
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leftKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Left");
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rightKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Right");
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downKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down");
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upKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up");
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int direction = -1;
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float directionInRad = 0;
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float directionInDeg = 0;
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if (!allowDiagonals)
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{
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if (upKey && !downKey) direction = 6;
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else if (!upKey && downKey) direction = 2;
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if (!upKey && !downKey)
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{
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if (leftKey && !rightKey) direction = 4;
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else if (!leftKey && rightKey) direction = 0;
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}
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}
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else
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{
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if (upKey && !downKey)
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{
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if (leftKey && !rightKey) direction = 5;
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else if (!leftKey && rightKey) direction = 7;
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else direction = 6;
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}
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else if (!upKey && downKey)
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{
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if (leftKey && !rightKey) direction = 3;
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else if (!leftKey && rightKey) direction = 1;
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else direction = 2;
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}
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else
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{
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if (leftKey && !rightKey) direction = 4;
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else if (!leftKey && rightKey) direction = 0;
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}
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}
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//Update the speed of the object
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float timeDelta = static_cast<double>(scene.GetTimeManager().GetElapsedTime())/1000000.0;
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if (direction != -1)
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{
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directionInRad = static_cast<float>(direction)*gd::Pi()/4.0;
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directionInDeg = static_cast<float>(direction)*45;
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xVelocity += acceleration*timeDelta*cos(directionInRad);
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yVelocity += acceleration*timeDelta*sin(directionInRad);
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}
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else
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{
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directionInRad = atan2(yVelocity, xVelocity);
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directionInDeg = atan2(yVelocity, xVelocity)*180.0/gd::Pi();
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bool xVelocityWasPositive = xVelocity >= 0;
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bool yVelocityWasPositive = yVelocity >= 0;
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xVelocity -= deceleration*timeDelta*cos(directionInRad);
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yVelocity -= deceleration*timeDelta*sin(directionInRad);
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if ( (xVelocity > 0) ^ xVelocityWasPositive ) xVelocity = 0;
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if ( (yVelocity > 0) ^ yVelocityWasPositive ) yVelocity = 0;
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}
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float speed = sqrt(xVelocity*xVelocity+yVelocity*yVelocity);
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if ( speed > maxSpeed )
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{
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xVelocity = maxSpeed*cos(directionInRad);
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yVelocity = maxSpeed*sin(directionInRad);
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}
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angularSpeed = angularMaxSpeed; //No acceleration for angular speed for now
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//Position object
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object->SetX(object->GetX()+xVelocity*timeDelta);
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object->SetY(object->GetY()+yVelocity*timeDelta);
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//Also update angle if needed
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if ( (xVelocity != 0 || yVelocity != 0) && rotateObject ) {
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float angularDiff = GDpriv::MathematicalTools::angleDifference(object->GetAngle(), directionInDeg+angleOffset);
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bool diffWasPositive = angularDiff >= 0;
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float newAngle = object->GetAngle()+(diffWasPositive ? -1.0 : 1.0)*angularSpeed*timeDelta;
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if( (GDpriv::MathematicalTools::angleDifference(newAngle, directionInDeg+angleOffset) > 0) ^ diffWasPositive)
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newAngle = directionInDeg+angleOffset;
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object->SetAngle(newAngle);
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if ( object->GetAngle() != newAngle ) //Objects like sprite in 8 directions does not handle small increments...
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object->SetAngle(directionInDeg+angleOffset); //...so force them to be in the path angle anyway.
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}
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leftKey = false;
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rightKey = false;
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upKey = false;
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downKey = false;
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}
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void TopDownMovementBehavior::SimulateControl(const gd::String & input)
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{
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if ( input == "Left" ) leftKey = true;
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else if ( input == "Right" ) rightKey = true;
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else if ( input == "Up" ) upKey = true;
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else if ( input == "Down" ) downKey = true;
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}
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void TopDownMovementBehavior::UnserializeFrom(const gd::SerializerElement & element)
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{
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allowDiagonals = element.GetBoolAttribute("allowDiagonals");
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acceleration = element.GetDoubleAttribute("acceleration");
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deceleration = element.GetDoubleAttribute("deceleration");
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maxSpeed = element.GetDoubleAttribute("maxSpeed");
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angularMaxSpeed = element.GetDoubleAttribute("angularMaxSpeed");
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rotateObject = element.GetBoolAttribute("rotateObject");
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angleOffset = element.GetDoubleAttribute("angleOffset");
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ignoreDefaultControls = element.GetBoolAttribute("ignoreDefaultControls");
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}
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#if defined(GD_IDE_ONLY)
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void TopDownMovementBehavior::SerializeTo(gd::SerializerElement & element) const
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{
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element.SetAttribute("allowDiagonals", allowDiagonals);
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element.SetAttribute("acceleration", acceleration);
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element.SetAttribute("deceleration", deceleration);
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element.SetAttribute("maxSpeed", maxSpeed);
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element.SetAttribute("angularMaxSpeed", angularMaxSpeed);
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element.SetAttribute("rotateObject", rotateObject);
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element.SetAttribute("angleOffset", angleOffset);
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element.SetAttribute("ignoreDefaultControls", ignoreDefaultControls);
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}
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std::map<gd::String, gd::PropertyDescriptor> TopDownMovementBehavior::GetProperties(gd::Project & project) const
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{
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std::map<gd::String, gd::PropertyDescriptor> properties;
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properties[_("Allows diagonals")].SetValue(allowDiagonals ? "true" : "false").SetType("Boolean");
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properties[_("Acceleration")].SetValue(gd::String::From(acceleration));
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properties[_("Deceleration")].SetValue(gd::String::From(deceleration));
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properties[_("Max. speed")].SetValue(gd::String::From(maxSpeed));
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properties[_("Rotate speed")].SetValue(gd::String::From(angularMaxSpeed));
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properties[_("Rotate object")].SetValue(rotateObject ? "true" : "false").SetType("Boolean");
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properties[_("Angle offset")].SetValue(gd::String::From(angleOffset));
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properties[_("Default controls")].SetValue(ignoreDefaultControls ? "false" : "true").SetType("Boolean");
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return properties;
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}
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bool TopDownMovementBehavior::UpdateProperty(const gd::String & name, const gd::String & value, gd::Project & project)
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{
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if ( name == _("Default controls") ) {
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ignoreDefaultControls = (value == "0");
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return true;
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}
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if ( name == _("Allows diagonals") ) {
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allowDiagonals = (value != "0");
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return true;
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}
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if ( name == _("Rotate object") ) {
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rotateObject = (value != "0");
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return true;
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}
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if ( value.To<float>() < 0 ) return false;
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if ( name == _("Acceleration") )
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acceleration = value.To<float>();
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else if ( name == _("Deceleration") )
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deceleration = value.To<float>();
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else if ( name == _("Max. speed") )
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maxSpeed = value.To<float>();
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else if ( name == _("Rotate speed") )
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angularMaxSpeed = value.To<float>();
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else if ( name == _("Angle offset") )
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angleOffset = value.To<float>();
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else
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return false;
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return true;
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}
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#endif
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