Add event system
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51fd0614ce
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33
src/audio.rs
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33
src/audio.rs
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use ggez::{Context, audio};
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use ggez::audio::SoundSource;
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use specs::{World, WorldExt};
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use std::collections::HashMap;
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#[derive(Default)]
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pub struct AudioStore {
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pub sounds: HashMap<String, audio::Source>,
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}
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impl AudioStore {
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pub fn play_sound(&mut self, sound: &String) {
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let _ = self
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.sounds
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.get_mut(sound)
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.expect("expected sound")
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.play_detached();
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}
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}
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pub fn initialize_sounds(world: &mut World, context: &mut Context) {
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let mut audio_store = world.write_resource::<AudioStore>();
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let sounds = ["correct", "incorrect", "wall"];
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for sound in sounds.iter() {
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let sound_name = sound.to_string();
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let sound_path = format!("/sounds/{}.wav", sound_name);
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let sound_source = audio::Source::new(context, sound_path).expect("expected sound loaded");
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audio_store.sounds.insert(sound_name, sound_source);
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}
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}
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23
src/events.rs
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23
src/events.rs
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#[derive(Debug)]
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pub enum Event {
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// Fired when the player hits an obstacle like a wall
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PlayerHistObstacle,
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// Fired when an entity is moved
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EntityMoved(EntityMoved),
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// Fired when the box is placed on a spot
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BoxPlacedOnSpot(BoxPlacedOnSpot),
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}
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pub type EntityId = u32;
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#[derive(Debug)]
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pub struct EntityMoved {
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pub id: EntityId,
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}
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#[derive(Debug)]
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pub struct BoxPlacedOnSpot {
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pub is_correct_spot: bool,
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}
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@ -5,13 +5,16 @@ use ggez::{conf, event, timer, Context, GameResult};
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use specs::{RunNow, World, WorldExt};
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use specs::{RunNow, World, WorldExt};
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use std::path;
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use std::path;
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mod audio;
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mod components;
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mod components;
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mod constants;
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mod constants;
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mod entities;
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mod entities;
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mod events;
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mod map;
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mod map;
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mod resources;
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mod resources;
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mod systems;
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mod systems;
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use crate::audio::initialize_sounds;
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use crate::components::*;
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use crate::components::*;
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use crate::map::*;
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use crate::map::*;
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use crate::resources::*;
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use crate::resources::*;
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@ -96,6 +99,7 @@ pub fn main() -> GameResult {
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.add_resource_path(path::PathBuf::from("./resources"));
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.add_resource_path(path::PathBuf::from("./resources"));
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let (context, event_loop) = &mut context_builder.build()?;
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let (context, event_loop) = &mut context_builder.build()?;
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initialize_sounds(&mut world, context);
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// Create the game state
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// Create the game state
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let game = &mut Game { world };
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let game = &mut Game { world };
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@ -4,6 +4,9 @@ use std::fmt;
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use std::fmt::Display;
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use std::fmt::Display;
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use std::time::Duration;
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use std::time::Duration;
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use crate::audio::AudioStore;
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use crate::events::Event;
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#[derive(Default)]
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#[derive(Default)]
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pub struct InputQueue {
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pub struct InputQueue {
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pub keys_pressed: Vec<KeyCode>,
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pub keys_pressed: Vec<KeyCode>,
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@ -42,8 +45,15 @@ impl Display for GameplayState {
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}
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}
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}
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}
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#[derive(Default)]
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pub struct EventQueue {
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pub events: Vec<Event>,
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}
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pub fn register_resources(world: &mut World) {
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pub fn register_resources(world: &mut World) {
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world.insert(InputQueue::default());
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world.insert(InputQueue::default());
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world.insert(Gameplay::default());
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world.insert(Gameplay::default());
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world.insert(Time::default());
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world.insert(Time::default());
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world.insert(EventQueue::default());
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world.insert(AudioStore::default());
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}
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}
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73
src/systems/event_system.rs
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73
src/systems/event_system.rs
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@ -0,0 +1,73 @@
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use specs::{Entities, Join, ReadStorage, System, Write};
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use std::collections::HashMap;
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use crate::{
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audio::AudioStore,
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components::*,
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events::{BoxPlacedOnSpot, EntityMoved, Event},
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resources::EventQueue,
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};
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pub struct EventSystem {}
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impl<'a> System<'a> for EventSystem {
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// Data
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type SystemData = (
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Write<'a, EventQueue>,
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Write<'a, AudioStore>,
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Entities<'a>,
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ReadStorage<'a, Box>,
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ReadStorage<'a, BoxSpot>,
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ReadStorage<'a, Position>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut event_queue, mut audio_store, entities, boxes, box_spots, positions) = data;
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let mut new_events = Vec::new();
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for event in event_queue.events.drain(..) {
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println!("New event: {:?}", event);
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match event {
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Event::PlayerHistObstacle => {
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// play sound here
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audio_store.play_sound(&"wall".to_string());
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}
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Event::EntityMoved(EntityMoved { id }) => {
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// An entity was just moved, check if it was a box and fire
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// more events if it's been moved on a spot.
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if let Some(the_box) = boxes.get(entities.entity(id)) {
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let box_spots_with_positions: HashMap<(u8, u8), &BoxSpot> = (&box_spots, &positions)
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.join()
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.map(|t| ((t.1.x, t.1.y), t.0))
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.collect();
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if let Some(box_position) = positions.get(entities.entity(id)) {
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// Check if there is a spot on this position, and if there
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// is, if it's the correct or incorrect type
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if let Some(box_spot) = box_spots_with_positions.get(&(box_position.x, box_position.y)) {
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new_events.push(Event::BoxPlacedOnSpot(BoxPlacedOnSpot {
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is_correct_spot: (box_spot.color == the_box.color),
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}));
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}
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}
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}
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}
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Event::BoxPlacedOnSpot(BoxPlacedOnSpot { is_correct_spot }) => {
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// play sound here
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let sound = if is_correct_spot {
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"correct"
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} else {
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"inncorrect"
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};
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audio_store.play_sound(&sound.to_string())
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}
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}
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}
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event_queue.events.append(&mut new_events);
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}
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}
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@ -7,13 +7,15 @@ use std::collections::HashMap;
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use crate::components::*;
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use crate::components::*;
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use crate::constants::*;
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use crate::constants::*;
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use crate::resources::{Gameplay, InputQueue};
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use crate::events::{EntityMoved, Event};
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use crate::resources::{EventQueue, Gameplay, InputQueue};
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pub struct InputSystem {}
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pub struct InputSystem {}
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impl<'a> System<'a> for InputSystem {
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impl<'a> System<'a> for InputSystem {
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// Data
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// Data
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type SystemData = (
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type SystemData = (
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Write<'a, EventQueue>,
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Write<'a, InputQueue>,
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Write<'a, InputQueue>,
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Write<'a, Gameplay>,
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Write<'a, Gameplay>,
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Entities<'a>,
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Entities<'a>,
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);
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);
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fn run(&mut self, data: Self::SystemData) {
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fn run(&mut self, data: Self::SystemData) {
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let (mut input_queue, mut gameplay, entities, mut positions, players, movables, immovables) =
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let (
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data;
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mut events,
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mut input_queue,
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mut gameplay,
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entities,
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mut positions,
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players,
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movables,
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immovables,
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) = data;
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let mut to_move = Vec::new();
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let mut to_move = Vec::new();
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// if it exists, we need to stop and not move anything
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// if it exists, we need to stop and not move anything
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// if it doesn't exist, we stop because we found a gap
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// if it doesn't exist, we stop because we found a gap
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match immov.get(&pos) {
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match immov.get(&pos) {
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Some(_) => to_move.clear(),
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Some(_) => {
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to_move.clear();
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events.events.push(Event::PlayerHistObstacle {})
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}
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None => break,
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None => break,
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}
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}
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}
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}
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@ -102,6 +115,9 @@ impl<'a> System<'a> for InputSystem {
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_ => (),
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_ => (),
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}
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}
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}
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}
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// Fire an event for the entity that just moved
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events.events.push(Event::EntityMoved(EntityMoved { id }));
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}
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}
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}
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}
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}
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}
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mod event_system;
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mod gameplay_state_sytem;
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mod gameplay_state_sytem;
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mod input_system;
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mod input_system;
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mod rendering_system;
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mod rendering_system;
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pub use self::event_system::EventSystem;
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pub use self::gameplay_state_sytem::GameplayStateSystem;
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pub use self::gameplay_state_sytem::GameplayStateSystem;
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pub use self::input_system::InputSystem;
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pub use self::input_system::InputSystem;
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pub use self::rendering_system::RenderingSystem;
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pub use self::rendering_system::RenderingSystem;
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