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56
README.md
@@ -2,7 +2,7 @@
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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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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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at.
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## Feature Targets
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## Feature Targets
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@@ -10,3 +10,57 @@ at.
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- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
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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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- 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
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SDL2_ttf.dll
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assets/24/energizer.png
Normal file
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After Width: | Height: | Size: 174 B |
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assets/24/pellet.png
Normal file
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After Width: | Height: | Size: 158 B |
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assets/32/fruit.png
Normal file
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After Width: | Height: | Size: 1.5 KiB |
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assets/32/game_over.png
Normal file
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After Width: | Height: | Size: 1.2 KiB |
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assets/32/ghost_body.png
Normal file
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After Width: | Height: | Size: 528 B |
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assets/32/ghost_eyes.png
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After Width: | Height: | Size: 394 B |
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assets/32/life.png
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After Width: | Height: | Size: 228 B |
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assets/32/pacman.png
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After Width: | Height: | Size: 370 B |
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assets/door.png
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After Width: | Height: | Size: 90 B |
69
src/main.rs
@@ -1,55 +1,96 @@
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use sdl2::pixels::Color;
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use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
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use sdl2::event::Event;
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use sdl2::event::{Event, WindowEvent};
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use sdl2::image::LoadTexture;
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use sdl2::image::LoadTexture;
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use sdl2::keyboard::{Keycode, Mod};
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use sdl2::keyboard::Keycode;
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use sdl2::pixels::Color;
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use sdl2::render::{Texture, Canvas};
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use std::time::Duration;
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use std::time::Duration;
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use crate::constants::{WINDOW_WIDTH, WINDOW_HEIGHT};
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#[cfg(target_os = "emscripten")]
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#[cfg(target_os = "emscripten")]
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pub mod 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 board;
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mod constants;
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mod game;
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mod game;
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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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pub fn main() {
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let sdl_context = sdl2::init().unwrap();
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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 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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.position_centered()
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.resizable()
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.build()
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.build()
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.expect("Could not initialize window");
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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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let texture_creator = canvas.texture_creator();
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let texture_creator = canvas.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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let map_texture = texture_creator
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canvas.copy(&map_texture, None, None).expect("Could not render texture on canvas");
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.load_texture("assets/map.png")
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.expect("Could not load pacman texture");
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canvas
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.copy(&map_texture, None, None)
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.expect("Could not render texture on canvas");
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let mut i = 0u8;
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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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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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let mut main_loop = || {
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for event in event_pump.poll_iter() {
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for event in event_pump.poll_iter() {
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match event {
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match event {
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Event::Quit { .. } |
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// Handle quitting keys or window close
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Event::KeyDown { keycode: Some(Keycode::Q), .. } => break,
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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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event @ Event::KeyDown { .. } => {
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println!("{:?}", event);
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println!("{:?}", event);
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},
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Event::Window { win_event, .. } => {
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if let WindowEvent::Resized(width, height) = win_event {
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i = i.wrapping_add(1);
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canvas.set_logical_size(width as u32, height as u32).unwrap();
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redraw(&mut canvas, &map_texture, i);
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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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canvas.present();
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canvas.present();
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::std::thread::sleep(Duration::from_millis(10));
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::std::thread::sleep(Duration::from_millis(10));
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true
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};
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};
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#[cfg(target_os = "emscripten")]
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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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#[cfg(target_os = "emscripten")]
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emscripten::set_main_loop_callback(main_loop);
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emscripten::set_main_loop_callback(main_loop);
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#[cfg(not(target_os = "emscripten"))]
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#[cfg(not(target_os = "emscripten"))]
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loop { main_loop(); }
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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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}
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