Add chapter 2.1-end
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.gitignore
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.gitignore
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/target
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2036
Cargo.lock
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Cargo.lock
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11
Cargo.toml
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Cargo.toml
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[package]
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name = "roguelike"
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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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rltk = {version = "0.8.0"}
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specs = "0.17.0"
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specs-derive = "0.4.1"
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resources/backing.fs
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resources/backing.fs
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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FragColor = vec4(col, 1.0);
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}
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resources/backing.vs
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resources/backing.vs
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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resources/console_no_bg.fs
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resources/console_no_bg.fs
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
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vec4 fg = original * vec4(ourColor, 1.f);
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FragColor = fg;
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}
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resources/console_no_bg.vs
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resources/console_no_bg.vs
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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resources/console_with_bg.fs
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resources/console_with_bg.fs
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f);
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FragColor = fg;
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}
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resources/console_with_bg.vs
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resources/console_with_bg.vs
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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resources/example_tiles.jpg
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resources/example_tiles.jpg
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resources/example_tiles.xcf
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resources/example_tiles.xcf
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resources/mltest.xp
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resources/mltest.xp
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resources/nyan.xp
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resources/nyan.xp
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resources/scanlines.fs
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resources/scanlines.fs
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform vec3 screenSize;
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uniform bool screenBurn;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25;
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vec3 scanColor = col.rgb - scanLine;
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if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) {
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if (screenBurn) {
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float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2;
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FragColor = vec4(0.0, dist, dist, 1.0);
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} else {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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FragColor = vec4(scanColor, 1.0);
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}
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}
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resources/scanlines.vs
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resources/scanlines.vs
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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resources/terminal8x8.jpg
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resources/terminal8x8.jpg
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resources/vga8x16.jpg
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resources/vga8x16.jpg
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src/main.rs
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src/main.rs
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use rltk::{GameState, Rltk, 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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#[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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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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player_input(self, ctx);
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self.run_systems();
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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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for (pos, render) in (&positions, &renderables).join() {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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}
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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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.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
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.create_entity()
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.with(Position { x: 40, y: 25 })
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player {})
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.build();
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rltk::main_loop(context, gs)
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}
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