Complete Chapter 2
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@ -21,6 +21,12 @@ pub struct Renderable {
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pub path: String,
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}
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impl Renderable {
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pub fn new(path: &str) -> Self {
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Renderable { path: path.to_string() }
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}
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}
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#[derive(Component)]
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#[storage(VecStorage)]
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pub struct Wall {}
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@ -5,9 +5,7 @@ pub fn create_wall(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 10, ..position })
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.with(Renderable {
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path: "/images/wall.png".to_string(),
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})
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.with(Renderable::new("/images/wall.png"))
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.with(Wall {})
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.with(Immovable)
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.build();
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@ -17,9 +15,7 @@ pub fn create_floor(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 5, ..position })
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.with(Renderable {
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path: "/images/floor.png".to_string(),
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})
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.with(Renderable::new("/images/floor.png"))
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.build();
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}
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@ -27,9 +23,7 @@ pub fn create_box(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 10, ..position })
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.with(Renderable {
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path: "/images/box.png".to_string(),
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})
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.with(Renderable::new("/images/box.png"))
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.with(Box {})
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.with(Movable)
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.build();
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@ -39,9 +33,7 @@ pub fn create_box_spot(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 9, ..position })
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.with(Renderable {
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path: "/images/box_spot.png".to_string(),
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})
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.with(Renderable::new("/images/box_spot.png"))
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.with(BoxSpot {})
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.build();
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}
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@ -50,9 +42,7 @@ pub fn create_player(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 10, ..position })
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.with(Renderable {
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path: "/images/player.png".to_string(),
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})
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.with(Renderable::new("/images/player.png"))
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.with(Player {})
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.with(Movable)
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.build();
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@ -1,12 +1,42 @@
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use ggez::event::KeyCode;
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use specs::World;
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use std::fmt;
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use std::fmt::Display;
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// Resources
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#[derive(Default)]
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pub struct InputQueue {
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pub keys_pressed: Vec<KeyCode>,
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}
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pub fn register_resources(world: &mut World) {
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world.insert(InputQueue::default())
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#[derive(Default)]
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pub struct Gameplay {
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pub state: GameplayState,
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pub moves_count: usize,
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}
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pub enum GameplayState {
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Playing,
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Won,
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}
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impl Default for GameplayState {
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fn default() -> Self {
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Self::Playing
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}
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}
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impl Display for GameplayState {
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fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result {
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fmt.write_str(match self {
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GameplayState::Playing => "Playing",
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GameplayState::Won => "Won",
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})?;
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Ok(())
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}
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}
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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(Gameplay::default());
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}
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@ -5,9 +5,9 @@ use specs::{Entities, ReadStorage, System, Write, WriteStorage};
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use std::collections::HashMap;
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use crate::components::{Immovable, Movable, Player, Position};
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use crate::constants::{MAP_HEIGHT, MAP_WIDTH};
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use crate::resources::InputQueue;
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use crate::components::*;
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use crate::constants::*;
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use crate::resources::{Gameplay, InputQueue};
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pub struct InputSystem {}
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@ -15,6 +15,7 @@ impl<'a> System<'a> for InputSystem {
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// Data
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type SystemData = (
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Write<'a, InputQueue>,
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Write<'a, Gameplay>,
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Entities<'a>,
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WriteStorage<'a, Position>,
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ReadStorage<'a, Player>,
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@ -23,7 +24,8 @@ impl<'a> System<'a> for InputSystem {
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut input_queue, entities, mut positions, players, movables, immovables) = data;
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let (mut input_queue, mut gameplay, entities, mut positions, players, movables, immovables) =
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data;
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let mut to_move = Vec::new();
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@ -82,6 +84,11 @@ impl<'a> System<'a> for InputSystem {
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}
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}
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// We've just moved, so let's increase the number of moves
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if to_move.len() > 0 {
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gameplay.moves_count += 1;
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}
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// Now actually move what needs to be moved
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for (key, id) in to_move {
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let position = positions.get_mut(entities.entity(id));
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@ -1,5 +1,7 @@
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mod gameplay_state_sytem;
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mod input_system;
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mod rendering_system;
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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::rendering_system::RenderingSystem;
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@ -1,21 +1,44 @@
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use ggez::graphics::DrawParam;
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use ggez::graphics::Image;
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use ggez::graphics::{Color, DrawParam};
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use ggez::nalgebra as na;
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use ggez::{graphics, Context};
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use specs::{Join, ReadStorage, System};
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use specs::{Join, Read, ReadStorage, System};
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use crate::components::{Position, Renderable};
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use crate::constants::TILE_WIDTH;
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use crate::resources::Gameplay;
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pub struct RenderingSystem<'a> {
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pub context: &'a mut Context,
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}
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impl RenderingSystem<'_> {
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pub fn draw_text(&mut self, text_string: &str, x: f32, y: f32) {
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let text = graphics::Text::new(text_string);
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let destination = na::Point2::new(x, y);
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let color = Some(Color::new(0.0, 0.0, 0.0, 1.0));
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let dimensions = na::Point2::new(0.0, 20.0);
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graphics::queue_text(self.context, &text, dimensions, color);
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graphics::draw_queued_text(
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self.context,
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graphics::DrawParam::new().dest(destination),
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None,
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graphics::FilterMode::Linear,
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)
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.expect("expected drawing queued text");
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}
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}
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impl<'a> System<'a> for RenderingSystem<'a> {
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type SystemData = (ReadStorage<'a, Position>, ReadStorage<'a, Renderable>);
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type SystemData = (
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Read<'a, Gameplay>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, Renderable>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (positions, renderables) = data;
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let (gameplay, positions, renderables) = data;
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// Clear the screen/set the background
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graphics::clear(self.context, graphics::Color::new(0.95, 0.95, 0.95, 1.0));
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@ -38,6 +61,10 @@ impl<'a> System<'a> for RenderingSystem<'a> {
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graphics::draw(self.context, &image, draw_params).expect("expected render");
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}
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// Render any text
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self.draw_text(&gameplay.state.to_string(), 525.0, 80.0);
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self.draw_text(&gameplay.moves_count.to_string(), 525.0, 100.0);
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// Finally, present the context, this will actually display everything
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// on the screen.
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graphics::present(self.context).expect("expected to present");
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