mirror of
https://github.com/Mercantec-GHC/h5-projekt-mst.git
synced 2026-08-26 21:27:38 +02:00
use angle from backend to move skateboard and show score
This commit is contained in:
parent
bf3b8275ac
commit
4c7aca42e9
10
game/Cargo.lock
generated
10
game/Cargo.lock
generated
@ -104,6 +104,7 @@ dependencies = [
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"lazy_static",
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"libc",
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"sdl3-sys",
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"sdl3-ttf-sys",
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]
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[[package]]
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@ -112,6 +113,15 @@ version = "0.6.1+SDL-3.4.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "1d73fc820b0b6b9bd0557de7b799ec9da1ca4f35fcd1cb42f7ceb85e640d1477"
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[[package]]
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name = "sdl3-ttf-sys"
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version = "0.6.0+SDL-ttf-3.2.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "c30da3dcd7e062f19350b47a532f7629c42801b801687535fd31e8ba2adfd71d"
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dependencies = [
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"sdl3-sys",
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]
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[[package]]
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name = "skate-slope"
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version = "0.1.0"
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@ -4,5 +4,5 @@ version = "0.1.0"
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edition = "2021"
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[dependencies]
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sdl3 = "0.17.3"
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sdl3 = { version = "0.17.3", features = ["ttf"] }
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rand = "0.8"
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BIN
game/assets/BitcountGridDouble/BitcountGridDouble.ttf
Normal file
BIN
game/assets/BitcountGridDouble/BitcountGridDouble.ttf
Normal file
Binary file not shown.
93
game/assets/BitcountGridDouble/OFL.txt
Normal file
93
game/assets/BitcountGridDouble/OFL.txt
Normal file
@ -0,0 +1,93 @@
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Copyright 1980 The Bitcount Project Authors (https://github.com/petrvanblokland/TYPETR-Bitcount)
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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https://openfontlicense.org
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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@ -11,6 +11,9 @@ pub trait Io<R: Renderer, G: Game<R>> {
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}
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pub trait Renderer {
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fn load_text(&mut self, text: &str, size: f64, color: Color) -> u32;
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fn draw_texture(&mut self, id: u32, pos: V2);
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fn query_texture(&mut self, id: u32) -> V2;
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fn draw_rect(&mut self, pos: V2, size: V2, color: Color);
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fn draw_point(&mut self, pos: V2, color: Color);
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fn draw_line(&mut self, from: V2, to: V2, color: Color);
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@ -1,12 +1,16 @@
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use std::time::{Duration, Instant};
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use std::{
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collections::HashMap,
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time::{Duration, Instant},
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};
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use sdl3::{
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event::Event,
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keyboard::Keycode,
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pixels::{Color as SdlColor, FColor, PixelFormat},
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rect::Point,
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render::{Canvas, FPoint, FRect, Vertex, VertexIndices},
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video::Window,
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render::{Canvas, FPoint, FRect, Texture, TextureCreator, Vertex, VertexIndices},
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ttf::{Font, Sdl3TtfContext},
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video::{Window, WindowContext},
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Sdl, VideoSubsystem,
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};
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@ -20,16 +24,67 @@ use crate::engine::{
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pub static WIDTH: f64 = 1280.0;
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pub static HEIGHT: f64 = 720.0;
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pub struct SdlIo {
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pub struct SdlIo<'me> {
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sdl_context: Sdl,
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video_subsystem: VideoSubsystem,
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ttf_context: Sdl3TtfContext,
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canvas: Canvas<Window>,
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texture_handler: TextureHandler<'me>,
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}
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impl SdlIo {
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mod textures {
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use std::collections::HashMap;
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use sdl3::{
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render::{Texture, TextureCreator},
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ttf::Font,
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video::WindowContext,
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};
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use crate::engine::Color;
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pub struct TextureHandler<'me> {
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texture_creator: TextureCreator<WindowContext>,
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textures: HashMap<u32, Texture<'me>>,
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id_counter: u32,
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}
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impl<'me> TextureHandler<'me> {
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pub fn new(texture_creator: TextureCreator<WindowContext>) -> Self {
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Self {
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texture_creator,
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textures: Default::default(),
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id_counter: 0,
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}
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}
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pub fn render_font(&mut self, font: Font, text: &str, color: Color) -> u32 {
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let surface = font.render(text).blended(color).unwrap();
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let texture = unsafe {
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let static_texture_creator = &self.texture_creator as *const _;
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let texture: Texture<'me> = surface.as_texture(&*static_texture_creator).unwrap();
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texture
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};
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let id = self.id_counter;
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self.textures.insert(id, texture);
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self.id_counter += 1;
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id
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}
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pub fn get(&self, id: u32) -> &Texture<'me> {
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&self.textures[&id]
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}
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pub fn remove(&mut self, id: u32) {
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self.textures.remove(&id);
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}
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}
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}
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use textures::*;
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impl SdlIo<'_> {
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pub fn new() -> Result<Self, Error> {
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let sdl_context = sdl3::init().unwrap();
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let video_subsystem = sdl_context.video().unwrap();
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let ttf_context = sdl3::ttf::init().map_err(|e| e.to_string())?;
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let window = video_subsystem
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.window("Game", WIDTH as u32, HEIGHT as u32)
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.position_centered()
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@ -41,10 +96,14 @@ impl SdlIo {
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canvas.clear();
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canvas.present();
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let texture_handler = TextureHandler::new(canvas.texture_creator());
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Ok(Self {
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sdl_context,
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video_subsystem,
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ttf_context,
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canvas,
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texture_handler,
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})
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}
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@ -119,7 +178,7 @@ impl SdlIo {
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}
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}
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impl Renderer for SdlIo {
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impl Renderer for SdlIo<'_> {
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fn draw_rect(&mut self, pos: V2, size: V2, color: Color) {
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let pos = self.point_w2s(pos);
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let size = self.scale_w2s(size);
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@ -181,6 +240,35 @@ impl Renderer for SdlIo {
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.render_geometry(&vertices, None, VertexIndices::Sequential)
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.unwrap();
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}
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fn draw_texture(&mut self, id: u32, pos: V2) {
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let texture = self.texture_handler.get(id);
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let target = FRect::new(
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pos.0 as f32,
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pos.1 as f32,
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texture.width() as f32,
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texture.height() as f32,
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);
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self.canvas.copy(&texture, None, Some(target)).unwrap();
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self.texture_handler.remove(id);
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}
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fn load_text(&mut self, text: &str, size: f64, color: Color) -> u32 {
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let font = self
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.ttf_context
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.load_font(
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"assets/BitcountGridDouble/BitcountGridDouble.ttf",
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size as f32,
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)
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.unwrap();
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let id = self.texture_handler.render_font(font, text, color);
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id
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}
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fn query_texture(&mut self, id: u32) -> V2 {
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let texture = self.texture_handler.get(id);
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V2(texture.width() as f64, texture.height() as f64)
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}
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}
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impl From<V2> for FPoint {
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@ -6,7 +6,7 @@ use rand::Rng;
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use core::panic;
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use std::{
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collections::HashSet,
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collections::{HashSet, VecDeque},
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f64::consts::PI,
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sync::{Arc, Mutex},
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thread,
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@ -14,7 +14,7 @@ use std::{
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};
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use crate::{
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engine::{Color, Key, Renderer, Scene, Shape, V2, V3},
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engine::{Color, Key, Renderer, Scene, Shape, V2, V3, WIDTH},
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server::Server,
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};
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@ -26,11 +26,12 @@ struct Skateboard {
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rot: V3,
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nyoom_factor: f64,
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pivot_deg: f64,
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pivot_deg_target: f64,
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}
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impl Skateboard {
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fn update(&mut self, delta_time: Duration) {
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self.vel.0 = self.pivot_deg * delta_time.as_secs_f64();
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self.vel.0 = self.pivot_deg * 2.0 * delta_time.as_secs_f64();
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self.pos += self.vel * delta_time.as_secs_f64();
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self.nyoom_factor += 16.0 * delta_time.as_secs_f64();
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}
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@ -156,11 +157,12 @@ struct Game {
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segments: Vec<Segment>,
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camera_pos: V3,
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keys_pressed: HashSet<Key>,
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event_queue: Arc<Mutex<VecDeque<f64>>>,
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}
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impl Game {
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fn new() -> Self {
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let start_pos = V3(0.0, -0.15, -0.4);
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let start_pos = V3(0.0, -0.15, 0.0);
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Self {
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skateboard: Skateboard {
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start_pos,
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@ -170,8 +172,10 @@ impl Game {
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rot: V3(0.0, PI * 0.5, 0.0),
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nyoom_factor: 0.0,
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pivot_deg: 0.0,
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pivot_deg_target: 0.0,
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},
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camera_pos: V3(0.0, 0.0, -1.0),
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event_queue: Arc::new(Mutex::new(VecDeque::new())),
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camera_pos: V3(0.0, 0.0, -0.6),
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segments: Vec::new(),
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keys_pressed: HashSet::new(),
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}
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@ -200,23 +204,32 @@ impl<R: Renderer> engine::Game<R> for Game {
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self.skateboard.pos.2 - 0.4,
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);
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if self.keys_pressed.contains(&Key::Left) == self.keys_pressed.contains(&Key::Right) {
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let decay_rate = 1.0 - (4.0 * delta_time.as_secs_f64());
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self.skateboard.pivot_deg *= decay_rate;
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}
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// if self.keys_pressed.contains(&Key::Left) == self.keys_pressed.contains(&Key::Right) {
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// let decay_rate = 1.0 - (4.0 * delta_time.as_secs_f64());
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// self.skateboard.pivot_deg *= decay_rate;
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// }
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if self.keys_pressed.contains(&Key::Left) {
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self.skateboard.pivot_deg -= 36.0 * delta_time.as_secs_f64();
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if self.skateboard.pivot_deg < -12.5 {
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self.skateboard.pivot_deg = -12.5;
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}
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}
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if self.keys_pressed.contains(&Key::Right) {
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self.skateboard.pivot_deg += 36.0 * delta_time.as_secs_f64();
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if self.skateboard.pivot_deg > 12.5 {
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self.skateboard.pivot_deg = 12.5;
|
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}
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|
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{
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let mut angles = self.event_queue.lock().unwrap();
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|
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for angle in angles.drain(..) {
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self.skateboard.pivot_deg_target = angle / 2.0;
|
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}
|
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}
|
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|
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self.skateboard.vel.2 += 0.02 * delta_time.as_secs_f64();
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self.skateboard.pivot_deg += (self.skateboard.pivot_deg_target - self.skateboard.pivot_deg)
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* 4.0
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* delta_time.as_secs_f64();
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self.skateboard.pivot_deg = self.skateboard.pivot_deg.max(-12.5).min(12.5);
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|
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let ids = self
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.segments
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.iter()
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@ -256,6 +269,13 @@ impl<R: Renderer> engine::Game<R> for Game {
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object.render(&mut scene);
|
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}
|
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scene.render(r, self.camera_pos);
|
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let id = r.load_text(
|
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&format!("{}", (self.skateboard.pos.2 * 100.0) as u32),
|
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48.0,
|
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Color::Green,
|
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);
|
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let V2(width, _height) = r.query_texture(id);
|
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r.draw_texture(id, V2(WIDTH / 2.0 - width / 2.0, 50.0));
|
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}
|
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|
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fn event(&mut self, event: engine::Event) {
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@ -400,18 +420,20 @@ impl ShapeGroup {
|
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}
|
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|
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fn main() -> Result<(), Box<dyn std::error::Error>> {
|
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let t = thread::spawn(|| {
|
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let mut sdl_io = engine::SdlIo::new()?;
|
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|
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let mut game = Game::new();
|
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let event_queue = game.event_queue.clone();
|
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let _ = thread::spawn(move || {
|
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let mut server = Server::new("10.133.51.127:8888").unwrap();
|
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server
|
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.subscribe(|measurement| {
|
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event_queue.lock().unwrap().push_back(measurement.angle);
|
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println!("angle = {}", measurement.angle);
|
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})
|
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.unwrap();
|
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});
|
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|
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let mut sdl_io = engine::SdlIo::new()?;
|
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let mut game = Game::new();
|
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|
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let first_segment: Segment = Segment::new(
|
||||
0,
|
||||
vec![Obstacle {
|
||||
|
||||
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