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docs: minor documentation commentsa cross project
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@@ -1,21 +1,40 @@
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//! This module contains all the constants used in the game.
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/// The width of the game board, in cells.
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pub const BOARD_WIDTH: u32 = 28;
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pub const BOARD_HEIGHT: u32 = 31; // Adjusted to fit map texture?
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/// The height of the game board, in cells.
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pub const BOARD_HEIGHT: u32 = 31;
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/// The size of each cell, in pixels.
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pub const CELL_SIZE: u32 = 24;
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pub const BOARD_OFFSET: (u32, u32) = (0, 3); // Relative cell offset for where map text / grid starts
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/// The offset of the game board from the top-left corner of the window, in
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/// cells.
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pub const BOARD_OFFSET: (u32, u32) = (0, 3);
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/// The width of the window, in pixels.
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pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
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pub const WINDOW_HEIGHT: u32 = CELL_SIZE * (BOARD_HEIGHT + 6); // Map texture is 6 cells taller (3 above, 3 below) than the grid
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/// The height of the window, in pixels.
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///
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/// The map texture is 6 cells taller than the grid (3 above, 3 below), so we
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/// add 6 to the board height to get the window height.
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pub const WINDOW_HEIGHT: u32 = CELL_SIZE * (BOARD_HEIGHT + 6);
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/// An enum representing the different types of tiles on the map.
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum MapTile {
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/// An empty tile.
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Empty,
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/// A wall tile.
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Wall,
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/// A regular pellet.
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Pellet,
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/// A power pellet.
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PowerPellet,
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/// A starting position for an entity.
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StartingPosition(u8),
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}
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/// The raw layout of the game board, as a 2D array of characters.
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pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
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"############################",
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"#............##............#",
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