Now with resize
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19
src/components.rs
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19
src/components.rs
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@ -0,0 +1,19 @@
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use rltk::RGB;
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use specs::prelude::*;
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use specs_derive::*;
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#[derive(Component)]
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pub struct Position {
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pub x: i32,
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pub y: i32,
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}
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#[derive(Component)]
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pub struct Renderable {
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pub glyph: rltk::FontCharType,
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pub fg: RGB,
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pub bg: RGB,
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}
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#[derive(Component, Debug)]
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pub struct Player {}
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58
src/main.rs
58
src/main.rs
@ -1,60 +1,24 @@
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use rltk::{GameState, Rltk, RGB};
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use components::*;
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use map::*;
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use player::*;
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use rltk::{GameState, RGB};
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use specs::prelude::*;
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use specs_derive::Component;
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use std::cmp::{max, min};
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#[derive(Component)]
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struct Position {
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x: i32,
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y: i32,
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}
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mod components;
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mod map;
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mod player;
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#[derive(Component)]
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struct Renderable {
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glyph: rltk::FontCharType,
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fg: RGB,
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bg: RGB,
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}
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#[derive(Component, Debug)]
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struct Player {}
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struct State {
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pub struct State {
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ecs: World,
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}
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impl State {
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fn run_systems(&mut self) {
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let mut lw = LeftWalker {};
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lw.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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for (_player, pos) in (&mut players, &mut positions).join() {
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pos.x = min(79, max(0, pos.x + delta_x));
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pos.y = min(49, max(0, pos.y + delta_y));
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}
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}
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fn player_input(gs: &mut State, ctx: &mut Rltk) {
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match ctx.key {
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None => {}
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Some(key) => match key {
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rltk::VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
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rltk::VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
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rltk::VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
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rltk::VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
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_ => {}
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},
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut rltk::Rltk) {
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ctx.cls();
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@ -62,6 +26,9 @@ impl GameState for State {
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player_input(self, ctx);
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self.run_systems();
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let map = self.ecs.fetch::<Vec<TileType>>();
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draw_map(&map, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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@ -75,12 +42,15 @@ fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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let context = RltkBuilder::simple80x50()
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.with_title("Roguelike Tutorial")
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.with_automatic_console_resize(false)
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.with_dimensions(80 * 3, 50 * 3)
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.build()?;
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let mut gs = State { ecs: World::new() };
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.insert(new_map_rooms_and_corridors());
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gs.ecs
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.create_entity()
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79
src/map.rs
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79
src/map.rs
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@ -0,0 +1,79 @@
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use rltk::{Rltk, RGB};
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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Wall,
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Floor,
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}
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pub fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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}
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pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
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let mut map = vec![TileType::Wall; 80 * 50];
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map
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}
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/// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't look awful
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pub fn new_map_test() -> Vec<TileType> {
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let mut map = vec![TileType::Floor; 80 * 50];
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for x in 0..80 {
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map[xy_idx(x, 0)] = TileType::Wall;
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map[xy_idx(x, 49)] = TileType::Wall;
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}
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for y in 0..50 {
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map[xy_idx(0, y)] = TileType::Wall;
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map[xy_idx(79, y)] = TileType::Wall;
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}
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let mut rng = rltk::RandomNumberGenerator::new();
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for _i in 0..400 {
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let x = rng.roll_dice(1, 79);
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let y = rng.roll_dice(1, 49);
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let idx = xy_idx(x, y);
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if idx != xy_idx(40, 25) {
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map[idx] = TileType::Wall;
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}
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}
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map
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}
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pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for tile in map.iter() {
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match tile {
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TileType::Floor => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.5, 0.5, 0.5),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('.'),
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);
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}
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TileType::Wall => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.0, 1.0, 0.0),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('#'),
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);
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}
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}
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x += 1;
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if x > 79 {
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x = 0;
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y += 1;
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}
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}
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}
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35
src/player.rs
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35
src/player.rs
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@ -0,0 +1,35 @@
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use crate::{
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components::{Player, Position},
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map::{xy_idx, TileType},
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State,
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};
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use rltk::Rltk;
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use specs::prelude::*;
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use std::cmp::{max, min};
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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let map = ecs.fetch::<Vec<TileType>>();
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for (_player, pos) in (&mut players, &mut positions).join() {
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let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
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if map[destination_idx] != TileType::Wall {
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pos.x = min(79, max(0, pos.x + delta_x));
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pos.y = min(49, max(0, pos.y + delta_y));
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}
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}
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}
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
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match ctx.key {
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None => {}
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Some(key) => match key {
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rltk::VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
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rltk::VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
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rltk::VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
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rltk::VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
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_ => {}
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},
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}
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}
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