Fix inverted up and down (#18)
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@@ -154,10 +154,10 @@ static void game_play_event(lv_event_t * e)
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lv_dir_t dir = lv_indev_get_gesture_dir(lv_indev_active());
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lv_dir_t dir = lv_indev_get_gesture_dir(lv_indev_active());
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switch (dir) {
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switch (dir) {
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case LV_DIR_TOP:
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case LV_DIR_TOP:
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success = move_left(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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success = move_right(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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break;
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break;
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case LV_DIR_BOTTOM:
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case LV_DIR_BOTTOM:
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success = move_right(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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success = move_left(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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break;
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break;
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case LV_DIR_LEFT:
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case LV_DIR_LEFT:
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success = move_up(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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success = move_up(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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@@ -177,10 +177,10 @@ static void game_play_event(lv_event_t * e)
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if (!game_2048->game_over) {
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if (!game_2048->game_over) {
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switch (*((const uint8_t *) lv_event_get_param(e))) {
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switch (*((const uint8_t *) lv_event_get_param(e))) {
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case LV_KEY_UP:
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case LV_KEY_UP:
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success = move_left(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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success = move_right(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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break;
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break;
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case LV_KEY_DOWN:
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case LV_KEY_DOWN:
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success = move_right(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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success = move_left(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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break;
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break;
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case LV_KEY_LEFT:
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case LV_KEY_LEFT:
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success = move_up(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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success = move_up(&(game_2048->score), game_2048->matrix_size, game_2048->matrix);
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