Changed player-movement. From UP, DOWN, LEFT, RIGHT to LEFT, RIGHT. Turn relative to your snake's head.
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@@ -47,34 +47,26 @@ static Simulation_Game_Input gather_input_for_local_player(uint8_t local_player_
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switch(local_player_index) {
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case 0: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_W),
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.down = IsKeyDown(KEY_S),
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.right = IsKeyDown(KEY_D),
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.left = IsKeyDown(KEY_A)
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.right = IsKeyPressed(KEY_D),
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.left = IsKeyPressed(KEY_A)
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};
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}
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case 1: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_UP),
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.down = IsKeyDown(KEY_DOWN),
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.right = IsKeyDown(KEY_RIGHT),
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.left = IsKeyDown(KEY_LEFT)
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.right = IsKeyPressed(KEY_RIGHT),
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.left = IsKeyPressed(KEY_LEFT)
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};
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}
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case 2: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_I),
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.down = IsKeyDown(KEY_K),
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.right = IsKeyDown(KEY_L),
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.left = IsKeyDown(KEY_J)
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.right = IsKeyPressed(KEY_L),
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.left = IsKeyPressed(KEY_J)
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};
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}
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case 3: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_T),
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.down = IsKeyDown(KEY_G),
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.right = IsKeyDown(KEY_H),
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.left = IsKeyDown(KEY_F)
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.right = IsKeyPressed(KEY_H),
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.left = IsKeyPressed(KEY_F)
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};
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}
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default: {
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@@ -96,10 +88,8 @@ static void state_tick(Presentation_State *state) {
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{ // Push local input to queue.
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if(instance->amount_of_local_players == 1) { // If playing alone (either singleplayer or online-multiplayer), more inputs are allowed.
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Simulation_Game_Input input = (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_UP) || IsKeyDown(KEY_W),
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.down = IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S),
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.right = IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D),
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.left = IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)
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.right = IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D),
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.left = IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)
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};
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Locally_Controlled_Player *player = &instance->locally_controlled_players[0];
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