mirror of
https://github.com/Mercantec-GHC/h5-projekt-mst.git
synced 2026-08-26 21:27:38 +02:00
426 lines
13 KiB
Rust
426 lines
13 KiB
Rust
#![allow(dead_code)]
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mod engine;
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mod server;
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use core::panic;
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use std::{
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collections::HashSet,
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f64::consts::PI,
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sync::{Arc, Mutex},
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thread,
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time::Duration,
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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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server::Server,
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};
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struct Skateboard {
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start_pos: V3,
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pos: V3,
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size: V3,
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vel: V3,
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rot: V3,
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nyoom_factor: f64,
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pivot_deg: 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.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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fn render(&self, scene: &mut Scene) {
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let board_size = V3(0.175, 0.005, 0.05);
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let trucks = {
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let anchor_size = V3(0.005, 0.01, 0.005);
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let anchor_y = -anchor_size.1 - board_size.1 * 0.5;
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let pivot = vec![
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ShapeGroupShape {
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shape: Shape::new_cube(anchor_size),
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offset: V3(
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anchor_size.0 * -0.5 + board_size.0 * 0.4,
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anchor_y,
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anchor_size.2 * -0.5,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(anchor_size),
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offset: V3(
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anchor_size.0 * -0.5 - board_size.0 * 0.4,
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anchor_y,
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anchor_size.2 * -0.5,
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),
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},
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];
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let wheel_rail_size = V3(anchor_size.0, anchor_size.0, board_size.2 * 0.8);
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let wheel_rail_y = anchor_y - wheel_rail_size.1;
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let wheel_rail = vec![
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_rail_size),
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offset: V3(
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wheel_rail_size.0 * -0.5 + board_size.0 * 0.4,
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wheel_rail_y,
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wheel_rail_size.2 * -0.5,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_rail_size),
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offset: V3(
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wheel_rail_size.0 * -0.5 - board_size.0 * 0.4,
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wheel_rail_y,
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wheel_rail_size.2 * -0.5,
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),
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},
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];
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let wheel_size = V3(0.01, 0.01, 0.0025);
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let wheel_y = wheel_rail_y - wheel_size.1 * 0.25;
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let wheel_rot = V3(0.0, 0.0, self.nyoom_factor);
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let wheel_rot_trans = V3(0.5, 0.5, 0.0);
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let wheel = vec![
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 + board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * -0.5 - wheel_size.2,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 - board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * -0.5 - wheel_size.2,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 + board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * 0.5,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 - board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * 0.5,
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),
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},
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];
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vec![pivot, wheel_rail, wheel].into_iter().flatten()
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};
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let board_pivot_trans = V3(0.0, 0.5, 0.5);
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let mut board = vec![ShapeGroupShape {
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shape: Shape::new_cube(board_size)
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.translate(board_size * board_pivot_trans * -1.0)
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.rotate(V3(self.pivot_deg * (PI / 180.0), 0.0, 0.0))
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.translate(board_size * board_pivot_trans),
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offset: board_size * -0.5,
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}];
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board.extend(trucks);
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let board = ShapeGroup::new(board).rotate(self.rot);
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board.draw(self.pos, scene, Color::Green, Color::Black);
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}
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}
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struct UpdateCx<'game> {
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skateboard: &'game mut Skateboard,
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}
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struct Game {
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skateboard: Skateboard,
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segments: Vec<Segment>,
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camera_pos: V3,
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next_object_id: u32,
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keys_pressed: HashSet<Key>,
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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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Self {
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skateboard: Skateboard {
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start_pos,
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pos: start_pos,
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size: V3(0.05, 0.02, 0.15),
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vel: V3(0.0, 0.0, 0.2),
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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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},
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camera_pos: V3(0.0, 0.0, -1.0),
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segments: Vec::new(),
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next_object_id: 0,
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keys_pressed: HashSet::new(),
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}
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}
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fn spawn(&mut self, segment: Segment) {
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self.segments.push(segment);
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}
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fn despawn(&mut self, id: i32) {
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let index = self
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.segments
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.iter()
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.position(|o| o.id == id)
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.expect("doesn't exist");
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self.segments.remove(index);
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}
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}
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impl<R: Renderer> engine::Game<R> for Game {
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fn update(&mut self, delta_time: Duration) {
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self.skateboard.update(delta_time);
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self.camera_pos = V3(
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self.skateboard.pos.0,
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self.skateboard.pos.1 + 0.15,
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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) {
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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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let ids = self
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.segments
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.iter()
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.enumerate()
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.map(|(i, object)| (i, object.id))
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.collect::<Vec<_>>();
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let mut cx = UpdateCx {
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skateboard: &mut self.skateboard,
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};
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for (i, id) in ids {
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let object = &mut self.segments[i];
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object.update(&mut cx, delta_time);
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}
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}
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fn render(&mut self, r: &mut R) {
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let mut scene = Scene::new();
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self.skateboard.render(&mut scene);
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for object in &self.segments {
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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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}
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fn event(&mut self, event: engine::Event) {
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match event {
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engine::Event::KeyDown { key } => self.keys_pressed.insert(key),
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engine::Event::KeyUp { key } => self.keys_pressed.remove(&key),
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};
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}
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}
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struct Obstacle {
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pos: V3,
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vel: V3,
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size: V3,
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}
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struct Ground {
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pos: V3,
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rot: V3,
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grid_item_size: f64,
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grid_width: i32,
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grid_depth: i32,
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render_depth: i32,
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}
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struct Segment {
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id: i32,
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obstacles: Vec<Obstacle>,
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ground: Ground,
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should_despawn: bool,
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}
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impl Segment {
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fn new(id: i32, obstacles: Vec<Obstacle>, ground: Ground) -> Self {
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Self {
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id,
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obstacles,
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ground,
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should_despawn: false,
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}
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}
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fn update<'game>(&mut self, cx: &mut UpdateCx<'game>, delta_time: Duration) {
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for obstacle in &mut self.obstacles {
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obstacle.pos += obstacle.vel * delta_time.as_secs_f64();
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let (skateboard_pos, skateboard_pos_and_size) = (
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V2(
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cx.skateboard.pos.0 - cx.skateboard.size.0 / 2.0,
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cx.skateboard.pos.2 - cx.skateboard.size.2 / 2.0,
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),
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V2(
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cx.skateboard.pos.0 + cx.skateboard.size.0 / 2.0,
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cx.skateboard.pos.2 + cx.skateboard.size.2 / 2.0,
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),
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);
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if skateboard_pos.0 < obstacle.pos.0 + obstacle.size.0
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&& skateboard_pos_and_size.0 > obstacle.pos.0
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&& skateboard_pos.1 < obstacle.pos.2 + obstacle.size.2
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&& skateboard_pos_and_size.1 > obstacle.pos.2
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{
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panic!("You lost 🫵 😂");
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}
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}
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if cx.skateboard.pos.2
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>= cx.skateboard.start_pos.2
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+ self.ground.grid_depth as f64 * self.ground.grid_item_size as f64
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{
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cx.skateboard.pos.2 -=
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self.ground.grid_depth as f64 * self.ground.grid_item_size as f64;
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}
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}
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fn render(&self, scene: &mut Scene) {
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for obstacle in &self.obstacles {
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scene.draw_shape(
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obstacle.pos,
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&Shape::new_cube(obstacle.size),
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Color::Red,
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Color::Black,
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);
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}
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let mut shapes = Vec::new();
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for z in 0..self.ground.grid_depth {
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for x in -self.ground.grid_width / 2..self.ground.grid_width / 2 {
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shapes.push(ShapeGroupShape {
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shape: Shape::new_plane(V3(
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self.ground.grid_item_size,
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0.0,
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self.ground.grid_item_size,
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)),
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offset: V3(
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x as f64 * self.ground.grid_item_size,
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0.0,
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z as f64 * self.ground.grid_item_size,
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),
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});
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}
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}
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let ground = ShapeGroup::new(shapes);
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ground.draw(self.ground.pos, scene, Color::Cyan, Color::Black);
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}
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}
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struct ShapeGroupShape {
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shape: Shape,
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offset: V3,
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}
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struct ShapeGroup {
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pub shapes: Vec<ShapeGroupShape>,
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}
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impl ShapeGroup {
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pub fn new(shapes: Vec<ShapeGroupShape>) -> Self {
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Self { shapes }
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}
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pub fn rotate(mut self, rot: V3) -> Self {
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for shape in &mut self.shapes {
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shape.shape = shape
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.shape
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.translate(shape.offset)
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.rotate(rot)
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.translate(shape.offset * -1.0);
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}
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self
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}
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pub fn translate(mut self, offset: V3) -> Self {
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for shape in &mut self.shapes {
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shape.shape = shape.shape.translate(offset);
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}
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self
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}
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pub fn draw(self, pos: V3, scene: &mut Scene, outline_color: Color, fill_color: Color) {
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for shape in self.shapes {
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scene.draw_shape(
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pos,
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&shape.shape.translate(shape.offset),
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outline_color,
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fill_color,
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);
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}
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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 server = Server::new().unwrap();
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server
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.subscribe(|measurement| {
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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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t.join().unwrap();
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let mut sdl_io = engine::SdlIo::new()?;
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let mut game = Game::new();
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let segments: Vec<Segment> = vec![Segment::new(
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0,
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vec![Obstacle {
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pos: V3(0.0, -0.248, 1.0),
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vel: V3(0.0, 0.0, 0.0),
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size: V3(0.1, 0.1, 0.1),
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}],
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Ground {
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pos: V3(0.0, -0.25, -0.4),
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rot: V3(0.0, 0.0, 0.0),
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grid_item_size: 0.1,
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grid_width: 10,
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grid_depth: 20,
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render_depth: 5,
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},
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)];
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for segment in segments {
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game.spawn(segment);
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}
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sdl_io.run(&mut game);
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Ok(())
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}
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