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https://github.com/italicsjenga/agb.git
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finish up chicken demo
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@ -5,9 +5,17 @@ extern crate gba;
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use core::convert::{Into, TryInto};
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use gba::{
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display::{object::ObjectStandard, tiled0, HEIGHT, WIDTH},
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input::Button,
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number::Num,
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};
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#[derive(PartialEq, Eq)]
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enum State {
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Ground,
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Upwards,
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Flapping,
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}
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struct Character {
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object: ObjectStandard,
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position: Vector2D,
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@ -19,12 +27,23 @@ struct Vector2D {
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y: i32,
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}
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fn tile_is_collidable(tile: u16) -> bool {
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let masked = tile & 0b0000001111111111;
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masked == 0 || masked == 4
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}
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fn frame_ranger(count: u32, start: u32, end: u32, delay: u32) -> u32 {
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((count / delay) % (end + 1 - start)) + start
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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let map_as_grid: &[[u16; 32]; 32] = unsafe {
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(&MAP_MAP as *const [u16; 1024] as *const [[u16; 32]; 32])
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.as_ref()
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.unwrap()
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};
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let mut gba = gba::Gba::new();
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let mut gfx = gba.display.video.tiled0();
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let vblank = gba.display.vblank.get();
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@ -54,8 +73,8 @@ fn main(_argc: isize, _argv: *const *const u8) -> isize {
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let mut chicken = Character {
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object: unsafe { object.get_object(0) },
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position: Vector2D {
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x: 20 << 8,
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y: 20 << 8,
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x: (6 * 8) << 8,
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y: ((7 * 8) - 4) << 8,
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},
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velocity: Vector2D { x: 0, y: 0 },
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};
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@ -69,9 +88,14 @@ fn main(_argc: isize, _argv: *const *const u8) -> isize {
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.set_y((chicken.position.y >> 8).try_into().unwrap());
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chicken.object.commit();
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let acceleration = 1 << 8;
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let acceleration = 1 << 4;
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let gravity = 1 << 4;
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let flapping_gravity = gravity / 3;
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let jump_velocity = 1 << 9;
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let mut frame_count = 0;
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let terminal_velocity = (1 << 8) / 2;
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loop {
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vblank.wait_for_VBlank();
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frame_count += 1;
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@ -80,43 +104,131 @@ fn main(_argc: isize, _argv: *const *const u8) -> isize {
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// Horizontal movement
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chicken.velocity.x += (input.x_tri() as i32) * acceleration;
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chicken.velocity.x = 10 * chicken.velocity.x / 16;
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chicken.velocity.x = 61 * chicken.velocity.x / 64;
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// Update position based on velocity
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chicken.position.x += chicken.velocity.x;
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chicken.position.y += chicken.velocity.y;
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// Update position based on collision detection
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let state = handle_collision(
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&mut chicken,
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map_as_grid,
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gravity,
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flapping_gravity,
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terminal_velocity,
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);
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// Ensure the chicken remains within bounds
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chicken.position.x = chicken.position.x.clamp(0, (WIDTH - 8) << 8);
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chicken.position.y = chicken.position.y.clamp(0, (HEIGHT - 8) << 8);
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// Jumping code
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if state == State::Ground && input.is_just_pressed(Button::A) {
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chicken.velocity.y = -jump_velocity;
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}
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// Update direction the chicken is facing
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restrict_to_screen(&mut chicken);
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update_chicken_object(&mut chicken, state, frame_count);
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// Commit the chicken to vram
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chicken.object.commit();
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}
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}
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fn update_chicken_object(chicken: &mut Character, state: State, frame_count: u32) {
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if chicken.velocity.x > 1 {
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chicken.object.set_hflip(false);
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} else if chicken.velocity.x < -1 {
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chicken.object.set_hflip(true);
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}
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// Update the frame of the chicken
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if (chicken.velocity.x != 0) {
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match (state) {
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State::Ground => {
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if chicken.velocity.x.abs() > 1 << 4 {
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chicken
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.object
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.set_tile_id(frame_ranger(frame_count, 1, 3, 10));
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} else {
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chicken.object.set_tile_id(0);
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}
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// Update the position of the chicken
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chicken
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.object
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.set_x((chicken.position.x >> 8).try_into().unwrap());
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chicken
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.object
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.set_y((chicken.position.y >> 8).try_into().unwrap());
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// Commit the chicken to vram
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chicken.object.commit();
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}
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State::Upwards => {}
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State::Flapping => {
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chicken
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.object
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.set_tile_id(frame_ranger(frame_count, 4, 5, 5));
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}
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}
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let x: u8 = (chicken.position.x >> 8).try_into().unwrap();
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let y: u8 = (chicken.position.y >> 8).try_into().unwrap();
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chicken.object.set_x(x - 4);
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chicken.object.set_y(y - 4);
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}
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fn restrict_to_screen(chicken: &mut Character) {
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if chicken.position.x > (WIDTH - 8 + 4) << 8 {
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chicken.velocity.x = 0;
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chicken.position.x = (WIDTH - 8 + 4) << 8;
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} else if chicken.position.x < 4 << 8 {
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chicken.velocity.x = 0;
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chicken.position.x = 4 << 8;
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}
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if chicken.position.y > (HEIGHT - 8 + 4) << 8 {
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chicken.velocity.y = 0;
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chicken.position.y = (HEIGHT - 8 + 4) << 8;
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} else if chicken.position.y < 4 << 8 {
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chicken.velocity.y = 0;
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chicken.position.y = 4 << 8;
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}
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}
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fn handle_collision(
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chicken: &mut Character,
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map_as_grid: &[[u16; 32]; 32],
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gravity: i32,
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flapping_gravity: i32,
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terminal_velocity: i32,
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) -> State {
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let mut new_chicken_x = chicken.position.x + chicken.velocity.x;
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let mut new_chicken_y = chicken.position.y + chicken.velocity.y;
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let tile_x = ((new_chicken_x >> 8) / 8) as usize;
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let tile_y = ((new_chicken_y >> 8) / 8) as usize;
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let left = (((new_chicken_x >> 8) - 4) / 8) as usize;
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let right = (((new_chicken_x >> 8) + 4) / 8) as usize;
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let top = (((new_chicken_y >> 8) - 4) / 8) as usize;
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let bottom = (((new_chicken_y >> 8) + 4) / 8) as usize;
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if chicken.velocity.x < 0 && tile_is_collidable(map_as_grid[tile_y][left]) {
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new_chicken_x = (((left + 1) * 8 + 4) << 8) as i32;
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chicken.velocity.x = 0;
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} else if chicken.velocity.x > 0 && tile_is_collidable(map_as_grid[tile_y][right]) {
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new_chicken_x = ((right * 8 - 4) << 8) as i32;
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chicken.velocity.x = 0;
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}
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if chicken.velocity.y < 0 && tile_is_collidable(map_as_grid[top][tile_x]) {
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new_chicken_y = ((((top + 1) * 8 + 4) << 8) + 4) as i32;
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chicken.velocity.y = 0;
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} else if chicken.velocity.y > 0 && tile_is_collidable(map_as_grid[bottom][tile_x]) {
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new_chicken_y = ((bottom * 8 - 4) << 8) as i32;
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chicken.velocity.y = 0;
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}
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let mut air_animation = State::Ground;
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if !tile_is_collidable(map_as_grid[bottom][tile_x]) {
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if chicken.velocity.y < 0 {
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air_animation = State::Upwards;
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chicken.velocity.y += gravity;
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} else {
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air_animation = State::Flapping;
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chicken.velocity.y += flapping_gravity;
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if chicken.velocity.y > terminal_velocity {
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chicken.velocity.y = terminal_velocity;
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}
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}
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}
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chicken.position.x = new_chicken_x;
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chicken.position.y = new_chicken_y;
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air_animation
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}
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// Below is the data for the sprites
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