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7 Commits
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15
Cargo.lock
generated
@@ -2,13 +2,6 @@
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# It is not intended for manual editing.
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version = 3
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[[package]]
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name = "Pac-Man"
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version = "0.1.0"
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dependencies = [
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"sdl2",
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]
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[[package]]
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name = "bitflags"
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version = "1.3.2"
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@@ -33,6 +26,14 @@ version = "0.2.147"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
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[[package]]
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name = "pacman"
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version = "0.1.0"
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dependencies = [
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"lazy_static",
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"sdl2",
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]
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[[package]]
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name = "sdl2"
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version = "0.35.2"
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@@ -1,9 +1,10 @@
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[package]
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name = "Pac-Man"
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name = "pacman"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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lazy_static = "1.4.0"
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sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
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35
IMPLEMENTATION.md
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@@ -0,0 +1,35 @@
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# Implementation
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A document detailing the implementation the project from rendering, to game logic, to build systems.
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## Rendering
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1. Map
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- May require procedural text generation later on (cacheable?)
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2. Pacman
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3. Ghosts
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- Requires colors
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4. Items
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5. Interface
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- Requires fonts
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## Grid System
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1. How does the grid system work?
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The grid is 28 x 36 (although, the map texture is 28 x 37), and each cell is 24x24 (pixels).
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Many of the walls in the map texture only occupy a portion of the cell, so some items are able to render across multiple cells.
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24x24 assets include pellets, the energizer, and the map itself ()
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2. What constraints must be enforced on Ghosts and PacMan?
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3. How do movement transitions work?
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All entities store a precise position, and a direction. This position is only used for animation, rendering, and collision purposes. Otherwise, a separate 'cell position' (which is 24 times less precise, owing to the fact that it is based on the entity's position within the grid).
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When an entity is transitioning between cells, movement directions are acknowledged, but won't take effect until the next cell has been entered completely.
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4. Between transitions, how does collision detection work?
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It appears the original implementation used cell-level detection.
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I worry this may be prone to division errors. Make sure to use rounding (50% >=).
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58
README.md
@@ -2,11 +2,65 @@
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If the title doesn't clue you in, I'm remaking Pac-Man with SDL and Rust.
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The project is *extremely* early in development, but check back in a week, and maybe I'll have something cool to look
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The project is _extremely_ early in development, but check back in a week, and maybe I'll have something cool to look
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at.
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## Feature Targets
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- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
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- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly.
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- Online demo, playable in a browser.
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- Online demo, playable in a browser.
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- Automatic build system, with releases for Windows, Linux, and Mac & Web-Assembly.
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- Debug tooling
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- Game state visualization
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- Game speed controls + pausing
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- Log tracing
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- Performance details
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## Experimental Ideas
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- Perfected Ghost Algorithms
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- More than 4 ghosts
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- Custom Level Generation
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- Multi-map tunnelling
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## Installation
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Besides SDL2, the following extensions are required: Image, Mixer, and TTF.
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### Ubuntu
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On Ubuntu, you can install the required packages with the following command:
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```
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sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev
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```
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### Windows
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On Windows, installation requires either building from source (not covered), or downloading the pre-built binaries.
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The latest releases can be found here:
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- [SDL2](https://github.com/libsdl-org/SDL/releases/latest/)
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- [SDL2_image](https://github.com/libsdl-org/SDL_image/releases/latest/)
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- [SDL2_mixer](https://github.com/libsdl-org/SDL_mixer/releases/latest/)
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- [SDL2_ttf](https://github.com/libsdl-org/SDL_ttf/releases/latest/)
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Download each for your architecture, and locate the appropriately named DLL within. Move said DLL to root of this project.
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## Building
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To build the project, run the following command:
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```
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cargo build
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```
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During development, you can easily run the project with:
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```
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cargo run
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cargo run -q # Quiet mode, no logging
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cargo run --release # Release mode, optimized
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```
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BIN
SDL2_image.dll
BIN
SDL2_mixer.dll
BIN
SDL2_ttf.dll
BIN
assets/24/energizer.png
Normal file
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After Width: | Height: | Size: 174 B |
BIN
assets/24/pellet.png
Normal file
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After Width: | Height: | Size: 158 B |
BIN
assets/32/fruit.png
Normal file
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After Width: | Height: | Size: 1.5 KiB |
BIN
assets/32/game_over.png
Normal file
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After Width: | Height: | Size: 1.2 KiB |
BIN
assets/32/ghost_body.png
Normal file
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After Width: | Height: | Size: 528 B |
BIN
assets/32/ghost_eyes.png
Normal file
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After Width: | Height: | Size: 394 B |
BIN
assets/32/life.png
Normal file
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After Width: | Height: | Size: 228 B |
BIN
assets/32/pacman.png
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After Width: | Height: | Size: 370 B |
BIN
assets/door.png
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After Width: | Height: | Size: 90 B |
89
src/main.rs
@@ -1,38 +1,69 @@
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use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
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use crate::game::Game;
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use crate::textures::TextureManager;
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use sdl2::event::{Event};
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use sdl2::keyboard::Keycode;
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use sdl2::pixels::Color;
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use sdl2::event::Event;
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use sdl2::image::LoadTexture;
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use sdl2::keyboard::{Keycode, Mod};
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use std::time::Duration;
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use crate::constants::{WINDOW_WIDTH, WINDOW_HEIGHT};
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use sdl2::render::{Canvas, Texture};
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use std::time::{Duration, Instant};
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#[cfg(target_os = "emscripten")]
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pub mod emscripten;
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mod constants;
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mod board;
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mod direction;
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mod game;
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mod pacman;
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mod textures;
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mod entity;
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mod animation;
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fn redraw(canvas: &mut Canvas<sdl2::video::Window>, tex: &Texture, i: u8) {
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canvas.set_draw_color(Color::RGB(i, i, i));
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canvas.clear();
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canvas
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.copy(tex, None, None)
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.expect("Could not render texture on canvas");
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}
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pub fn main() {
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let sdl_context = sdl2::init().unwrap();
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let video_subsystem = sdl_context.video().unwrap();
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let window = video_subsystem.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
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let window = video_subsystem
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.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
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.position_centered()
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.build()
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.expect("Could not initialize window");
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let mut canvas = window.into_canvas().build().expect("Could not build canvas");
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let mut canvas = window
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.into_canvas()
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.build()
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.expect("Could not build canvas");
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canvas
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.set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT)
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.expect("Could not set logical size");
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let texture_creator = canvas.texture_creator();
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let mut game = Game::new(&mut canvas, TextureManager::new(&texture_creator));
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let map_texture = texture_creator.load_texture("assets/map.png").expect("Could not load pacman texture");
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canvas.copy(&map_texture, None, None).expect("Could not render texture on canvas");
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let mut event_pump = sdl_context
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.event_pump()
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.expect("Could not get SDL EventPump");
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game.draw();
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game.tick();
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let mut event_pump = sdl_context.event_pump().expect("Could not get SDL EventPump");
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let mut main_loop = || {
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for event in event_pump.poll_iter() {
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match event {
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Event::Quit { .. } |
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Event::KeyDown { keycode: Some(Keycode::Q), .. } => break,
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// Handle quitting keys or window close
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Event::Quit { .. }
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| Event::KeyDown {
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keycode: Some(Keycode::Escape) | Some(Keycode::Q),
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..
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} => return false,
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event @ Event::KeyDown { .. } => {
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println!("{:?}", event);
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}
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@@ -40,16 +71,40 @@ pub fn main() {
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}
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}
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canvas.present();
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let tick_time = {
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let start = Instant::now();
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game.tick();
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start.elapsed()
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};
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let draw_time = {
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let start = Instant::now();
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game.draw();
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start.elapsed()
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};
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// Alert if tick time exceeds 10ms
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if tick_time > Duration::from_millis(3) {
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println!("Tick took: {:?}", tick_time);
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}
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if draw_time > Duration::from_millis(3) {
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println!("Draw took: {:?}", draw_time);
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}
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::std::thread::sleep(Duration::from_millis(10));
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true
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};
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#[cfg(target_os = "emscripten")]
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use emscripten::{emscripten};
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use emscripten::emscripten;
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#[cfg(target_os = "emscripten")]
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emscripten::set_main_loop_callback(main_loop);
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#[cfg(not(target_os = "emscripten"))]
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loop { main_loop(); }
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}
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loop {
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if !main_loop() {
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break;
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}
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}
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}
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