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- while( !fQuit ) {
- if( keys[ VK_ESCAPE ] ) fQuit = true;
- if( !fFrozen ) {
- user->movVect[ 0 ] = 0.0f;
- if( keys[ VK_UP ] && ( user->yPosition + user->yHeight / 2.0f <= background->yTop ) ) user->movVect[ 0 ] += 0.3f;
- if( keys[ VK_DOWN ] && ( user->yPosition - user->yHeight / 2.0f >= background->yBottom ) ) user->movVect[ 0 ] -= 0.3f;
- if( !keys[ VK_UP ] && !keys[ VK_DOWN ] ) user->movVect[ 0 ] = 0.0f;
- tball->xPosition += BallVector[ 0 ] * 5 / CurrentFps;
- tball->yPosition += BallVector[ 1 ] * 5 / CurrentFps;
- user->yPosition += ( user->movVect[ 0 ] ) * 5 / CurrentFps;
- cpu->yPosition += ( cpu->movVect[ 0 ] ) * 5 / CurrentFps;
- }
- #ifdef PONG_RENDER_CONSOLE
- if( keys[ VK_TAB ] ) {
- fDrawConsole = false;
- fFrozen = false;
- }
- if( keys[ VK_SPACE ] && !fDrawConsole ) {
- fDrawConsole = true;
- fFrozen = true;
- Console->Reset();
- }
- #endif
- if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) {
- // If there are messages to be handled, handle or dispatch them.
- if ( msg.message == WM_QUIT ) {
- // If the program is asked to quit, quit.
- fQuit = true;
- } else {
- // Else dispatch.
- TranslateMessage( &msg );
- DispatchMessage( &msg );
- }
- } else {
- if( !fFrozen ) {
- Collide( cpu );
- Collide( user );
- ai->think();
- }
- Render( hDC );
- QueryPerformanceCounter( &nPerfCount );
- nNumPerfCounts++;
- nPerfDiff = nPerfCount.QuadPart - nPrevPerfCount.QuadPart;
- CurrentFps = nCountFreq.QuadPart / nPerfDiff;
- nPrevPerfCount = nPerfCount;
- }
- }
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