add unit tests
This commit is contained in:
parent
bf4b32236e
commit
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279
src/engine.rs
279
src/engine.rs
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@ -4,7 +4,7 @@ use piston_window::*;
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use std::f64::consts::*;
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#[derive(Copy, Clone, PartialEq, Debug)]
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struct Position {
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pub struct Position {
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x: f64,
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y: f64,
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}
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@ -14,9 +14,9 @@ impl Position {
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((self.x - other.x).powi(2) + (self.y - other.y).powi(2)).sqrt()
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}
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pub fn distance_sqr(&self, other: Position) -> f64 {
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(self.x - other.x).powi(2) + (self.y - other.y.powi(2))
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}
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// pub fn distance_sqr(&self, other: Position) -> f64 {
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// (self.x - other.x).powi(2) + (self.y - other.y.powi(2))
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// }
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}
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type Degree = f64;
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@ -28,7 +28,17 @@ struct Player {
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angle: Degree,
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}
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#[derive(Copy, Clone, PartialEq)]
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impl Player {
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pub fn player_space_distance(&self, other: Position) ->f64 {
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let rad = self.angle.to_radians();
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let x = (other.x - self.pos.x) * rad.cos();
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let y = (other.y - self.pos.y) * rad.sin();
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x + y
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}
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}
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum Tile {
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Empty,
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Wall,
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@ -40,6 +50,17 @@ pub struct Level {
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pub tiles: Vec<Tile>,
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}
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impl Level {
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pub fn contains(&self, pos: Position) -> bool {
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0.0 <= pos.x && pos.x <= self.width as f64 && 0.0 <= pos.y && pos.y <= self.height as f64
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}
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fn tile_at(&self, pos: Position) -> Tile {
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assert!(self.contains(pos));
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self.tiles[(pos.x.trunc() as usize) + (pos.y.trunc() as usize) * self.width]
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}
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}
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#[derive(Copy, Clone, PartialEq, Debug)]
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pub enum Movement {
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Forward,
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@ -48,54 +69,25 @@ pub enum Movement {
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TurnRight,
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}
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impl Level {
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pub fn contains(&self, pos: Position) -> bool {
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0.0 <= pos.x && pos.x <= self.width as f64 && 0.0 <= pos.y && pos.y <= self.height as f64
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}
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}
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pub struct Engine {
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w: f64,
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h: f64,
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horiz_fov: Degree,
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player: Player,
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level: Level,
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inputs: Vec<Movement>,
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}
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impl Engine {
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pub fn new(size: Size) -> Engine {
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Engine {
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w: size.width as f64,
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h: size.height as f64,
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horiz_fov: 90.,
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player: Player {
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pos: Position { x: 2., y: 2. },
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angle: 90.,
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},
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level: Level {
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width: 0,
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height: 0,
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tiles: vec![],
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},
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inputs: [].to_vec(),
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fn step_for_angle(angle: Radian) -> (f64, f64) {
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match angle {
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x if x == 0.0 => (0.0, std::f64::INFINITY),
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x if x == PI * 0.5 => (std::f64::INFINITY, 0.0),
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x if x == PI => (0.0, std::f64::NEG_INFINITY),
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x if x == PI * 1.5 => (std::f64::NEG_INFINITY, 0.0),
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x if (0.0..(PI * 0.5)).contains(&x) => (angle.tan(), ((PI * 0.5) - angle).tan()),
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x if ((PI * 0.5)..PI).contains(&x) => (-x.tan(), -((x - (PI * 0.5)).tan())),
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x if (PI..(PI * 1.5)).contains(&x) => (-x.tan(), -(((PI * 1.5) - x).tan())),
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x if ((PI * 1.5)..(PI * 2.0)).contains(&x) => (x.tan(), ((x - (PI * 1.5)).tan())),
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_ => panic!("Invalid angle value {}.", angle),
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}
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}
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fn closest_point(level: &Level, pos: &Position, angle: Radian) -> (Tile, Position) {
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assert!((0.0..(PI * 2.0)).contains(&angle));
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let (y_step, x_step) = match angle {
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x if x == 0.0 => (0.0, std::f64::INFINITY),
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x if x == PI * 0.5 => (std::f64::INFINITY, 0.0),
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x if x == PI => (0.0, std::f64::NEG_INFINITY),
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x if x == PI * 1.5 => (std::f64::NEG_INFINITY, 0.0),
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x if (0.0..(PI * 0.5)).contains(&x) => (angle.tan(), ((PI / 2.0) - angle).tan()),
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x if ((PI * 0.5)..PI).contains(&x) => ((PI - x).tan(), -((x - (PI / 2.0)).tan())),
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x if (PI..(PI * 1.5)).contains(&x) => (-((x - PI).tan()), -(((PI * 1.5) - x).tan())),
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x if ((PI * 1.5)..(PI * 2.0)).contains(&x) => (((PI * 2.0) - x).tan(), -((x - (PI * 1.5)).tan())),
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_ => panic!("Invalid angle value {}.", angle),
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};
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let (y_step, x_step) = step_for_angle(angle);
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// println!("step: ({}, {})", x_step, y_step);
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let (x_remain, y_remain) = match (x_step, y_step) {
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(x, y) if x >= 0.0 && y >= 0.0 => (1.0 - pos.x.fract(), 1.0 - pos.y.fract()),
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@ -134,21 +126,16 @@ impl Engine {
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y: y_candidate.y + y_step.signum(),
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};
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}
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// println!("next candidate: {:?}", next_point);
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tile = if next_point.x.fract() == 0.0 {
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let x_index = (next_point.x.trunc() + x_step.signum()) as usize;
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assert!(x_index < level.width);
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let y_index = next_point.y.trunc() as usize;
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assert!(y_index < level.height);
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let index: usize = x_index + y_index * level.width;
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level.tiles[index]
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let mut position = next_point;
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position.x += 0.5 * x_step.signum();
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level.tile_at(position)
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} else {
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let x_index = next_point.x.trunc() as usize;
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assert!(x_index < level.width);
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let y_index = (next_point.y.trunc() + y_step.signum()) as usize;
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assert!(y_index < level.height);
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let index: usize = x_index + y_index * level.width;
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level.tiles[index]
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let mut position = next_point;
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position.y += 0.5 * y_step.signum();
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level.tile_at(position)
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};
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}
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@ -157,8 +144,35 @@ impl Engine {
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(tile, next_point)
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}
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pub fn render(&mut self, context: Context, graphics: &mut G2d) {
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pub struct Engine {
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w: f64,
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h: f64,
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horiz_fov: Degree,
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player: Player,
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level: Level,
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inputs: Vec<Movement>,
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}
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impl Engine {
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pub fn new(size: Size) -> Engine {
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Engine {
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w: size.width as f64,
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h: size.height as f64,
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horiz_fov: 90.,
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player: Player {
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pos: Position { x: 1.5, y: 2. },
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angle: 0.,
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},
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level: Level {
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width: 0,
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height: 0,
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tiles: vec![],
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},
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inputs: [].to_vec(),
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}
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}
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pub fn render(&mut self, context: Context, graphics: &mut G2d) {
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clear([1.0; 4], graphics);
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// Ceiling
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@ -176,30 +190,29 @@ impl Engine {
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graphics);
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let left = self.player.angle + (self.horiz_fov / 2.0);
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let right = self.player.angle - (self.horiz_fov / 2.0);
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let step = self.horiz_fov / self.w;
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let mut ray_angle = left;
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let width = self.w as i32;
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for n in 0..width {
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let ray_angle = ((left - (n as f64) * step) + 360.0) % 360.0;
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let ray_radian = ray_angle.to_radians();
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//println!("degree: {} -> radian: {}", ray_angle, ray_radian);
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let (tile, pos) = Engine::closest_point(&self.level, &self.player.pos, ray_radian);
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let distance = self.player.pos.distance(pos);
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let player_space_distance = (self.player.pos.x - pos.x).abs() * self.player.angle.to_radians().cos()
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- (self.player.pos.y - pos.y).abs() * self.player.angle.to_radians().sin();
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let (tile, pos) = closest_point(&self.level, &self.player.pos, ray_radian);
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let distance = self.player.player_space_distance(pos);
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//assert!(distance.is_sign_positive());
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if tile == Tile::Wall {
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//println!("ray: {}, wall at {:?}, distance: {}", n, pos, distance);
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let wall_height = (self.h / (distance * 3.0)).min(self.h);
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let wall_color = [0.2, 0.2, 0.9, 1.0];
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//println!("wall height: {}", wall_height);
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let wall_color = match pos {
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p if p.x.fract() == 0.0 => [0.2, 0.2, 0.9, 1.0],
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_ => [0.2, 0.9, 0.2, 1.0],
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};
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println!("ray: {}, angle: {}, wall at {:?}, distance: {}", n, ray_angle, pos, distance);
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rectangle(wall_color,
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[n as f64, (self.h - wall_height) / 2.0, (n + 1) as f64, wall_height],
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[n as f64, (self.h - wall_height) / 2.0, 1.0, wall_height],
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context.transform,
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graphics);
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};
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}
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//std::process::exit(0);
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}
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pub fn load_level(&mut self, level: Level) {
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@ -212,6 +225,7 @@ impl Engine {
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pub fn update(&mut self, dt: f64) {
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for input in &self.inputs {
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let previous = self.player.pos;
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match input {
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Movement::Forward => {
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self.player.pos.x += self.player.angle.to_radians().cos() * dt;
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@ -230,6 +244,10 @@ impl Engine {
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self.player.angle = (self.player.angle + 360.0) % 360.0;
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}
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}
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if !self.level.contains(self.player.pos) || self.level.tile_at(self.player.pos) == Tile::Wall {
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println!("Invalid position {:?}, tile = {:?}", self.player.pos, self.level.tile_at(self.player.pos));
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self.player.pos = previous;
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}
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}
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self.inputs.clear();
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@ -241,11 +259,120 @@ impl Engine {
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mod tests {
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use super::*;
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fn fcmp(a: f64, b: f64) {
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let epsilon = 1e-5;
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assert!((a - b).abs() < epsilon);
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}
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#[test]
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fn player_space_distance() {
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let mut player = Player {
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pos: super::Position { x: 2., y: 2. },
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angle: 0.,
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};
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fcmp(player.player_space_distance(super::Position { x: 4., y: 1. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 4., y: 2. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 4., y: 3. }), 2.);
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player.angle = 90.;
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fcmp(player.player_space_distance(super::Position { x: 1., y: 4. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 2., y: 4. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 3., y: 4. }), 2.);
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player.angle = 180.;
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fcmp(player.player_space_distance(super::Position { x: 0., y: 1. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 0., y: 2. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 0., y: 3. }), 2.);
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player.angle = 270.;
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fcmp(player.player_space_distance(super::Position { x: 1., y: 0. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 2., y: 0. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 3., y: 0. }), 2.);
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}
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#[test]
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fn tile_at() {
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let tiles = vec![
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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];
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let level = Level {
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width: 5,
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height: 5,
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tiles
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};
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assert_eq!(level.tile_at(super::Position { x: 2.0, y: 2.0 }), Tile::Empty);
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}
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#[test]
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fn step_for_angle() {
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let step_cmp = |angle: Degree, y: f64, x: f64| {
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let (step_y, step_x) = super::step_for_angle(angle.to_radians());
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println!("angle: {}, step: {}, {}", angle, step_y, step_x);
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fcmp(step_y, y);
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fcmp(step_x, x);
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};
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step_cmp(45.0, 1.0, 1.0);
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step_cmp(90.0 + 45.0, 1.0, -1.0);
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step_cmp(180.0 + 45.0, -1.0, -1.0);
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step_cmp(270.0 + 45.0, -1.0, 1.0);
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}
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#[test]
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fn closest_point() {
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let origin = super::Position { x: 2.2, y: 2.3 };
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let angle = 0.;
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let closest = Engine::closest_point(origin, angle);
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assert_eq!(closest, super::Position { x: 3.0, y: 2.3 });
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let tiles = vec![
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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];
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let level = Level {
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width: 5,
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height: 5,
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tiles
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};
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let position = super::Position { x: 2.5, y: 2.0 };
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{
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let radian = 0.1;
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let (tile, pos) = super::closest_point(&level, &position, radian);
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println!("pos: {:?}", pos);
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assert_eq!(tile, Tile::Wall);
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fcmp(pos.x, 4.0);
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assert!(2.0 <= pos.y && pos.y <= 2.2);
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}
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{
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let radian = 2.0 * PI - 0.1;
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let (tile, pos) = super::closest_point(&level, &position, radian);
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println!("pos: {:?}", pos);
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assert_eq!(tile, Tile::Wall);
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fcmp(pos.x, 4.0);
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assert!(1.8 <= pos.y && pos.y <= 2.0);
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}
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let fov = 90.0;
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let step = fov / 40.0;
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for n in 0..20 {
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let left_ray_angle = (((n as f64) * step) + 360.0) % 360.0;
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let left_ray_radian = left_ray_angle.to_radians();
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let (left_tile, left_pos) = super::closest_point(&level, &position, left_ray_radian);
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let right_ray_angle = ((-(n as f64) * step) + 360.0) % 360.0;
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let right_ray_radian = right_ray_angle.to_radians();
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let (right_tile, right_pos) = super::closest_point(&level, &position, right_ray_radian);
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println!("left: {:?}, angle: {}", left_pos, left_ray_angle);
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println!("right: {:?}, angle: {}", right_pos, right_ray_angle);
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assert_eq!((left_ray_angle + right_ray_angle) % 360.0, 0.0);
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fcmp(left_pos.x, right_pos.x);
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fcmp(left_pos.y - 2.0, 2.0 - right_pos.y);
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}
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}
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}
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11
src/main.rs
11
src/main.rs
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@ -6,7 +6,7 @@ use engine::Tile;
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fn main() {
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let mut window: PistonWindow =
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WindowSettings::new("Rustenstein", [640, 480])
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WindowSettings::new("Rustenstein", [320, 240])
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.exit_on_esc(true)
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.resizable(false)
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.build()
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@ -31,10 +31,10 @@ fn main() {
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while let Some(event) = window.next() {
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if let Some(Button::Keyboard(key)) = event.press_args() {
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match key {
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Key::W => engine.add_movement(engine::Movement::Forward),
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Key::S => engine.add_movement(engine::Movement::Backward),
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Key::A => engine.add_movement(engine::Movement::TurnLeft),
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Key::D => engine.add_movement(engine::Movement::TurnRight),
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Key::W | Key::Up => engine.add_movement(engine::Movement::Forward),
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Key::S | Key::Down => engine.add_movement(engine::Movement::Backward),
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Key::A | Key::Left => engine.add_movement(engine::Movement::TurnLeft),
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Key::D | Key::Right => engine.add_movement(engine::Movement::TurnRight),
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_ => (),
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};
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};
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@ -46,6 +46,5 @@ fn main() {
|
|||
if let Some(args) = event.update_args() {
|
||||
engine.update(args.dt);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue