Add P button to pause
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@@ -27,6 +27,7 @@ typedef struct InputMapping {
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//MouseButton mmb;
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//MouseButton mmb;
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MouseButton backBtn;
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MouseButton backBtn;
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MouseButton pauseBtn;
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MouseButton moveLeft;
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MouseButton moveLeft;
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MouseButton moveRight;
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MouseButton moveRight;
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MouseButton moveUp;
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MouseButton moveUp;
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@@ -83,6 +84,7 @@ static InputMapping inputDefaultMapping() {
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.secondaryBtn = MOUSE_BUTTON_RIGHT,
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.secondaryBtn = MOUSE_BUTTON_RIGHT,
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.backBtn = KEY_ESCAPE,
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.backBtn = KEY_ESCAPE,
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.pauseBtn = KEY_P,
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.moveLeft = KEY_W,
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.moveLeft = KEY_W,
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.moveRight = KEY_D,
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.moveRight = KEY_D,
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.moveUp = KEY_UP,
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.moveUp = KEY_UP,
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@@ -64,8 +64,8 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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appDesc->userData = NULL;
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appDesc->userData = NULL;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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#ifdef EMSCRIPTEN
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#ifdef EMSCRIPTEN
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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EM_ASM(
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EM_ASM(
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FS.mkdir('/game');
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FS.mkdir('/game');
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FS.mount(IDBFS, {}, '/game');
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FS.mount(IDBFS, {}, '/game');
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@@ -470,7 +470,7 @@ void update(float dt, void *userData) {
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case SCREEN_GAME_OVER:
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case SCREEN_GAME_OVER:
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break;
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break;
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case SCREEN_PAUSE_MENU:
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case SCREEN_PAUSE_MENU:
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if (IsKeyReleased(input->mapping.backBtn)) {
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if (IsKeyReleased(input->mapping.backBtn) || IsKeyReleased(input->mapping.pauseBtn)) {
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setScreen(game, SCREEN_GAME);
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setScreen(game, SCREEN_GAME);
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}
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}
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break;
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break;
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@@ -255,7 +255,9 @@ void updatePlayerInput() {
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if (IsKeyDown(KEY_Q)) game->camera.rotation--;
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if (IsKeyDown(KEY_Q)) game->camera.rotation--;
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if (IsKeyDown(KEY_E)) game->camera.rotation++;
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if (IsKeyDown(KEY_E)) game->camera.rotation++;
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if (IsKeyReleased(input->mapping.backBtn)) {
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if (IsKeyReleased(input->mapping.pauseBtn)) {
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setScreen(game, SCREEN_PAUSE_MENU);
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} else if (IsKeyReleased(input->mapping.backBtn)) {
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if (input->state == INPUT_NONE) {
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if (input->state == INPUT_NONE) {
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setScreen(game, SCREEN_PAUSE_MENU);
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setScreen(game, SCREEN_PAUSE_MENU);
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} else {
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} else {
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