add paddles that can move
This commit is contained in:
parent
a1346780ab
commit
62571655ae
5 changed files with 194 additions and 20 deletions
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@ -2,6 +2,7 @@ use crate::{BG, GAME_SIZE};
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use self::objs::{obj_traits::MovingObject, World};
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use self::objs::{obj_traits::MovingObject, World};
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use std::{
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use std::{
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collections::{HashMap, HashSet},
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num::NonZeroU32,
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num::NonZeroU32,
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process,
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process,
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rc::Rc,
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rc::Rc,
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@ -11,7 +12,7 @@ use winit::{
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dpi::PhysicalSize,
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dpi::PhysicalSize,
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event::{Event, KeyEvent, StartCause, WindowEvent},
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event::{Event, KeyEvent, StartCause, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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event_loop::{ControlFlow, EventLoop},
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keyboard::{Key, NamedKey},
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keyboard::{Key, KeyCode, NamedKey, PhysicalKey},
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raw_window_handle::{HasDisplayHandle, HasWindowHandle},
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raw_window_handle::{HasDisplayHandle, HasWindowHandle},
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window::WindowBuilder,
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window::WindowBuilder,
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};
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};
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@ -21,14 +22,25 @@ mod render;
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mod timer;
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mod timer;
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type RenderFn = fn(&mut render::RenderCtx<'_, '_>, &mut World, &timer::GameTimer);
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type RenderFn = fn(&mut render::RenderCtx<'_, '_>, &mut World, &timer::GameTimer);
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type KeyHandlerFn = fn(&mut World, &timer::GameTimer);
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// core game engine struct
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// core game engine struct
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pub struct Engine {
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pub struct Engine {
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event_loop: EventLoop<()>,
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event_loop: EventLoop<()>,
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render_fn: RenderFn,
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render_fn: RenderFn,
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resize_fn: RenderFn,
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resize_fn: RenderFn,
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kb_handlers: HashMap<KeyEventType, KeyHandlerFn>,
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down_keys: HashSet<KeyCode>,
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world: World,
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world: World,
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}
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}
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#[derive(PartialEq, Eq, Hash)]
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pub enum KeyEventType {
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KeyDown(KeyCode),
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KeyDownFrameUpdate(KeyCode),
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KeyUp(KeyCode),
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}
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impl Engine {
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impl Engine {
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pub fn new() -> Self {
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pub fn new() -> Self {
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let event_loop = EventLoop::new().unwrap();
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let event_loop = EventLoop::new().unwrap();
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@ -37,6 +49,8 @@ impl Engine {
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event_loop,
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event_loop,
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render_fn: |_, _, _| {},
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render_fn: |_, _, _| {},
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resize_fn: |_, _, _| {},
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resize_fn: |_, _, _| {},
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kb_handlers: HashMap::new(),
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down_keys: HashSet::new(),
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world: World::new(),
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world: World::new(),
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}
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}
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}
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}
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@ -57,6 +71,11 @@ impl Engine {
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self
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self
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}
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}
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pub fn register_handler(mut self, ev_type: KeyEventType, f: KeyHandlerFn) -> Self {
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self.kb_handlers.insert(ev_type, f);
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self
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}
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// runs the game and consumes self, this will finish the process
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// runs the game and consumes self, this will finish the process
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pub fn run(self) -> ! {
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pub fn run(self) -> ! {
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let Self {
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let Self {
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@ -64,6 +83,8 @@ impl Engine {
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mut world,
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mut world,
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render_fn,
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render_fn,
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resize_fn,
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resize_fn,
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kb_handlers,
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mut down_keys,
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} = self;
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} = self;
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// set up window
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// set up window
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@ -81,16 +102,17 @@ impl Engine {
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event_loop
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event_loop
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.run(|event, elwt| {
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.run(|event, elwt| {
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// shoddy vsync
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elwt.set_control_flow(ControlFlow::WaitUntil(
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Instant::now() + Duration::from_millis(1000 / 60),
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));
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match event {
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match event {
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// redraw
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// redraw
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Event::NewEvents(StartCause::ResumeTimeReached { .. }) => {
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Event::NewEvents(StartCause::ResumeTimeReached { .. }) => {
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window.request_redraw();
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window.request_redraw();
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}
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}
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Event::NewEvents(StartCause::WaitCancelled {
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start,
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requested_resume,
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}) => {
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elwt.set_control_flow(ControlFlow::WaitUntil(requested_resume.unwrap()));
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}
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Event::WindowEvent {
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Event::WindowEvent {
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window_id,
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window_id,
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event: WindowEvent::Resized(PhysicalSize { width, height }),
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event: WindowEvent::Resized(PhysicalSize { width, height }),
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@ -113,11 +135,30 @@ impl Engine {
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window_id,
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window_id,
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event: WindowEvent::RedrawRequested,
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event: WindowEvent::RedrawRequested,
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} => {
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} => {
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// shoddy vsync
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elwt.set_control_flow(ControlFlow::WaitUntil(
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Instant::now() + Duration::from_millis(1000 / 60),
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));
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if window_id == window.id() {
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if window_id == window.id() {
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if let (Some(width), Some(height)) = {
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if let (Some(width), Some(height)) = {
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let size = window.inner_size();
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let size = window.inner_size();
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(NonZeroU32::new(size.width), NonZeroU32::new(size.height))
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(NonZeroU32::new(size.width), NonZeroU32::new(size.height))
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} {
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} {
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for frame_handler in
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kb_handlers.iter().filter_map(|(ev, handler)| {
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if let KeyEventType::KeyDownFrameUpdate(keycode) = ev {
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if down_keys.contains(keycode) {
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Some(handler)
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} else {
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None
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}
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} else {
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None
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}
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})
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{
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frame_handler(&mut world, &timer)
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}
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surface.resize(width, height).unwrap();
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surface.resize(width, height).unwrap();
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let buffer = surface.buffer_mut().unwrap();
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let buffer = surface.buffer_mut().unwrap();
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@ -147,14 +188,39 @@ impl Engine {
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} => todo!(),
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} => todo!(),
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// potential future keyboard handling
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// potential future keyboard handling
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Event::WindowEvent {
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Event::WindowEvent {
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window_id: _window_id,
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window_id: window_id,
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event:
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event:
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WindowEvent::KeyboardInput {
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WindowEvent::KeyboardInput {
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device_id: _device_id,
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device_id: _device_id,
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event: _event,
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event:
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KeyEvent {
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physical_key,
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state,
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repeat,
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..
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},
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is_synthetic: _is_synthetic,
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is_synthetic: _is_synthetic,
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},
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},
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} => {}
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} => {
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if !repeat {
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if let PhysicalKey::Code(keycode) = physical_key {
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let ev_type = match state {
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winit::event::ElementState::Pressed => {
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down_keys.insert(keycode);
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KeyEventType::KeyDown(keycode)
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}
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winit::event::ElementState::Released => {
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down_keys.remove(&keycode);
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KeyEventType::KeyUp(keycode)
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}
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};
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if let Some(handler) = kb_handlers.get(&ev_type) {
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handler(&mut world, &timer)
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}
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}
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}
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}
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_ => {}
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_ => {}
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}
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}
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})
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})
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@ -5,7 +5,7 @@ pub struct Position {
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}
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}
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impl Position {
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impl Position {
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pub fn new(x: u32, y: u32) -> Self {
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pub const fn new(x: u32, y: u32) -> Self {
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Self { x, y }
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Self { x, y }
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}
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}
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}
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}
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@ -38,4 +38,32 @@ pub trait MovingObject: Object {
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ctx.rect(prev_x, prev_y, width, height, BG);
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ctx.rect(prev_x, prev_y, width, height, BG);
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self.display(ctx);
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self.display(ctx);
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}
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}
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fn move_constrained(
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&mut self,
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x: i32,
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y: i32,
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constraint_start: Position,
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constraint_end: Position,
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) {
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let Position { x: cur_x, y: cur_y } = self.position();
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let Size { width, height } = self.size();
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let new_x = if cur_x.saturating_add_signed(x) <= constraint_start.x {
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constraint_start.x
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} else if (cur_x + width.saturating_add_signed(y)) > constraint_end.x {
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constraint_end.x - width
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} else {
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cur_x.saturating_add_signed(x)
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};
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let new_y = if cur_y.saturating_add_signed(y) < constraint_start.y {
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constraint_start.y
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} else if (cur_y + height.saturating_add_signed(y)) >= constraint_end.y {
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constraint_end.y - height
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} else {
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cur_y.saturating_add_signed(y)
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};
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self.update_pos(new_x, new_y)
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}
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}
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}
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@ -10,7 +10,7 @@ pub struct Rect {
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}
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}
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impl Rect {
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impl Rect {
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pub fn new(x: u32, y: u32, height: u32, width: u32) -> Self {
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pub fn new(x: u32, y: u32, width: u32, height: u32) -> Self {
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Self {
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Self {
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pos: Position::new(x, y),
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pos: Position::new(x, y),
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size: Size::new(width, height),
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size: Size::new(width, height),
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@ -42,10 +42,10 @@ pub struct MovingRect {
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}
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}
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impl MovingRect {
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impl MovingRect {
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pub fn new(x: u32, y: u32, height: u32, width: u32) -> Self {
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pub fn new(x: u32, y: u32, width: u32, height: u32) -> Self {
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Self {
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Self {
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prev_pos: Position::new(x, y),
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prev_pos: Position::new(x, y),
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current: Rect::new(x, y, height, width),
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current: Rect::new(x, y, width, height),
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}
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}
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}
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}
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94
src/main.rs
94
src/main.rs
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@ -1,16 +1,99 @@
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use std::rc::Rc;
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use std::rc::Rc;
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use engine::Engine;
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use engine::{
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objs::{geometry::Position, primitive_shapes::MovingRect},
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Engine,
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};
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use winit::{
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event::KeyEvent,
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keyboard::{Key, KeyCode, NamedKey, PhysicalKey, SmolStr},
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};
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const GAME_SIZE: (u32, u32) = (1200, 800);
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const GAME_SIZE: (u32, u32) = (1200, 800);
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const BORDER_WIDTH: u32 = 10;
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const BORDER_WIDTH: u32 = 10;
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const PADDLE_SIZE: (u32, u32) = (BORDER_WIDTH, 100);
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const PADDLE_OFFSET: u32 = 20;
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const PADDLE_SPEED: i32 = 10;
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const FG: u32 = 0xebdbb2;
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const FG: u32 = 0xebdbb2;
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const BG: u32 = 0x282828;
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const BG: u32 = 0x282828;
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fn main() {
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fn main() {
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let mut engine = Engine::new();
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let mut engine = Engine::new();
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// let _ = engine.insert_into_world(Rc::new(MovingRect::new(0, 0, 50, 100)));
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// left paddle
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let _left_paddle_id = engine.insert_into_world(Rc::new(MovingRect::new(
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BORDER_WIDTH + PADDLE_OFFSET,
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GAME_SIZE.1 / 2 - PADDLE_SIZE.1 / 2,
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PADDLE_SIZE.0,
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PADDLE_SIZE.1,
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)));
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let _right_paddle_id = engine.insert_into_world(Rc::new(MovingRect::new(
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GAME_SIZE.0 - (BORDER_WIDTH + PADDLE_OFFSET + PADDLE_SIZE.0),
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GAME_SIZE.1 / 2 - PADDLE_SIZE.1 / 2,
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PADDLE_SIZE.0,
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PADDLE_SIZE.1,
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)));
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const LEFT_PADDLE_CONSTRAINTS: (Position, Position) = (
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Position::new(BORDER_WIDTH + PADDLE_OFFSET, BORDER_WIDTH),
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Position::new(BORDER_WIDTH * 2 + PADDLE_OFFSET, GAME_SIZE.1 - BORDER_WIDTH),
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);
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const RIGHT_PADDLE_CONSTRAINTS: (Position, Position) = (
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Position::new(
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GAME_SIZE.0 - (BORDER_WIDTH + PADDLE_OFFSET + PADDLE_SIZE.0),
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BORDER_WIDTH,
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),
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Position::new(
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GAME_SIZE.0 - (BORDER_WIDTH + PADDLE_OFFSET),
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GAME_SIZE.1 - BORDER_WIDTH,
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),
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);
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engine
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engine
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.register_handler(
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engine::KeyEventType::KeyDownFrameUpdate(KeyCode::KeyW),
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|world, timer| {
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Rc::get_mut(world.get_mut(0)).unwrap().move_constrained(
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0,
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-PADDLE_SPEED,
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LEFT_PADDLE_CONSTRAINTS.0,
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LEFT_PADDLE_CONSTRAINTS.1,
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)
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},
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)
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.register_handler(
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engine::KeyEventType::KeyDownFrameUpdate(KeyCode::KeyS),
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|world, timer| {
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Rc::get_mut(world.get_mut(0)).unwrap().move_constrained(
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0,
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PADDLE_SPEED,
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LEFT_PADDLE_CONSTRAINTS.0,
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LEFT_PADDLE_CONSTRAINTS.1,
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)
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},
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)
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.register_handler(
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engine::KeyEventType::KeyDownFrameUpdate(KeyCode::KeyK),
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|world, timer| {
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Rc::get_mut(world.get_mut(1)).unwrap().move_constrained(
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0,
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-PADDLE_SPEED,
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RIGHT_PADDLE_CONSTRAINTS.0,
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RIGHT_PADDLE_CONSTRAINTS.1,
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)
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},
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)
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.register_handler(
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engine::KeyEventType::KeyDownFrameUpdate(KeyCode::KeyJ),
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|world, timer| {
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Rc::get_mut(world.get_mut(1)).unwrap().move_constrained(
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0,
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PADDLE_SPEED,
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RIGHT_PADDLE_CONSTRAINTS.0,
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RIGHT_PADDLE_CONSTRAINTS.1,
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)
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},
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)
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.set_resize_fn(|ctx, world, timer| {
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.set_resize_fn(|ctx, world, timer| {
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// top
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// top
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ctx.rect(0, 0, GAME_SIZE.0, BORDER_WIDTH, FG);
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ctx.rect(0, 0, GAME_SIZE.0, BORDER_WIDTH, FG);
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@ -34,11 +117,8 @@ fn main() {
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ctx.rect(0, GAME_SIZE.1 - BORDER_WIDTH, GAME_SIZE.0, 10, FG);
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ctx.rect(0, GAME_SIZE.1 - BORDER_WIDTH, GAME_SIZE.0, 10, FG);
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})
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})
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.set_render_fn(|ctx, world, timer| {
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.set_render_fn(|ctx, world, timer| {
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// println!("t: {}", timer.game_time_passed());
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Rc::get_mut(world.get_mut(0)).unwrap().draw_move(ctx);
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// let obj = Rc::get_mut(world.get_mut(0)).unwrap();
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Rc::get_mut(world.get_mut(1)).unwrap().draw_move(ctx);
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// obj.move_obj(1, 0);
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// obj.draw_move(ctx)
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|
||||||
// Rect::square((timer.game_time_passed() * 20.) as u32, 0, 200).display(ctx);
|
|
||||||
})
|
})
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue