refining available functions
This commit is contained in:
@@ -1,8 +1,9 @@
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use hypoloop::core::{State, Loop};
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fn main() {
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// create sim with default configuration
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// create a new sim loop
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let mut sim = Loop::new();
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sim.set_update_interval(20);
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// test variable
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let mut x: f32 = 0.0;
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@@ -10,7 +11,7 @@ fn main() {
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// create a closure containing your update logic
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let mut update_logic = move |state: &mut State| {
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// access loop metadata via the State object
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x += state.get_timescale();
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x += state.get_timestep();
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print!("x: {} | ", x);
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// print information about the current tick's timings
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@@ -18,7 +19,7 @@ fn main() {
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};
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// create a closure containing your display logic
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let display_logic = move |state: &State| {
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let mut display_logic = move |state: &mut State| {
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//
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};
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@@ -27,6 +28,6 @@ fn main() {
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sim.init();
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loop {
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// "step" the sim forward
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sim.step(&mut update_logic, &display_logic);
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sim.step(&mut update_logic, &mut display_logic);
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}
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}
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137
examples/buffer.rs
Normal file
137
examples/buffer.rs
Normal file
@@ -0,0 +1,137 @@
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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use hypoloop::core::{State, Loop};
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use rand::Rng;
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use log::error;
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use pixels::{Error, Pixels, SurfaceTexture};
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit_input_helper::WinitInputHelper;
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const WIDTH: u32 = 500;
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const HEIGHT: u32 = 500;
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const BOX_SIZE: i16 = 64;
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/// Representation of the application state. In this example, a box will bounce around the screen.
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struct World {
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target: [i16; 2]
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}
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fn main() -> Result<(), Error> {
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env_logger::init();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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let window = {
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let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
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WindowBuilder::new()
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.with_title("Hello Pixels")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let mut pixels = {
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(WIDTH, HEIGHT, surface_texture)?
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};
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let mut world = World::new();
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// create sim with default configuration
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let mut sim = Loop::new();
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//sim.set_update_interval(10);
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let mut update_logic = move |state: &mut State| {
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// print information about the current tick's timings
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state.debug_time();
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world.update(state.get_timestep());
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world.draw(pixels.get_frame());
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if pixels
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.render()
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.map_err(|e| error!("pixels.render() failed: {}", e))
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.is_err()
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{
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state.pause();
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return;
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}
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};
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// create a closure containing your display logic
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let mut display_logic = move |state: &mut State| {
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// Draw the current frame
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window.request_redraw();
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};
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sim.init();
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event_loop.run(move |event, _, control_flow| {
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// Handle input events
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if input.update(&event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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// step the sim forward
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sim.step(&mut update_logic, &mut display_logic);
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});
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}
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impl World {
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/// Create a new `World` instance that can draw a moving box.
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fn new() -> Self {
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Self {
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target: [0, 0]
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}
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}
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/// Update the `World` internal state; bounce the box around the screen.
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fn update(&mut self, timestep: f32) {
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let speed: f32 = 500.0;
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let mut new_target = self.target;
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// update the target
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if new_target[0] < WIDTH as i16 {
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new_target[0] += (speed * timestep) as i16;
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} else {
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new_target[0] = 0;
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}
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self.target = new_target;
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}
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/// Draw the `World` state to the frame buffer.
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///
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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fn draw(&self, frame: &mut [u8]) {
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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let x = (i % WIDTH as usize) as i16;
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let y = (i / WIDTH as usize) as i16;
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let mut old_pixel = [0u8; 4];
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for j in 0..4 {
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// get the old pixel and decay it
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old_pixel[j] = pixel[j];
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if old_pixel[j] > 0 {
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old_pixel[j] -= 1;
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}
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}
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let condition = x <= self.target[0];
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let rgba = if condition {
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[0xff, 0x00, 0x00, 0xff]
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} else {
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old_pixel
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};
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pixel.copy_from_slice(&rgba);
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}
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}
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}
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135
examples/pixelstest.rs
Normal file
135
examples/pixelstest.rs
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@@ -0,0 +1,135 @@
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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use hypoloop::core::{State, Loop};
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use log::error;
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use pixels::{Error, Pixels, SurfaceTexture};
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit_input_helper::WinitInputHelper;
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const WIDTH: u32 = 320;
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const HEIGHT: u32 = 240;
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const BOX_SIZE: i16 = 64;
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/// Representation of the application state. In this example, a box will bounce around the screen.
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struct World {
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box_x: i16,
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box_y: i16,
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velocity_x: i16,
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velocity_y: i16,
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}
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fn main() -> Result<(), Error> {
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env_logger::init();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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let window = {
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let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
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WindowBuilder::new()
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.with_title("Hello Pixels")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let mut pixels = {
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(WIDTH, HEIGHT, surface_texture)?
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};
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let mut world = World::new();
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// create sim with default configuration
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let mut sim = Loop::new();
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sim.set_update_interval(10);
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let mut update_logic = move |state: &mut State| {
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// print information about the current tick's timings
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state.debug_time();
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world.update(state.get_delta_time(), state.get_timescale());
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world.draw(pixels.get_frame());
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if pixels
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.render()
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.map_err(|e| error!("pixels.render() failed: {}", e))
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.is_err()
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{
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state.pause();
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return;
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}
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};
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// create a closure containing your display logic
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let mut display_logic = move |state: &mut State| {
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// Draw the current frame
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window.request_redraw();
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};
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sim.init();
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event_loop.run(move |event, _, control_flow| {
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// Handle input events
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if input.update(&event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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// step the sim forward
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sim.step(&mut update_logic, &mut display_logic);
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});
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}
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impl World {
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/// Create a new `World` instance that can draw a moving box.
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fn new() -> Self {
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Self {
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box_x: 24,
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box_y: 16,
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velocity_x: 100,
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velocity_y: 100,
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}
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}
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/// Update the `World` internal state; bounce the box around the screen.
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fn update(&mut self, delta_time: u32, timescale: f32) {
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let timestep: f32 = delta_time as f32 / 1000.0 * timescale;
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if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
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self.velocity_x *= -1;
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}
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if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
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self.velocity_y *= -1;
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}
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self.box_x += (self.velocity_x as f32 * timestep) as i16;
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self.box_y += (self.velocity_y as f32 * timestep) as i16;
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}
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/// Draw the `World` state to the frame buffer.
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///
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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fn draw(&self, frame: &mut [u8]) {
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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let x = (i % WIDTH as usize) as i16;
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let y = (i / WIDTH as usize) as i16;
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let inside_the_box = x >= self.box_x
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&& x < self.box_x + BOX_SIZE
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&& y >= self.box_y
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&& y < self.box_y + BOX_SIZE;
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let rgba = if inside_the_box {
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[0x5e, 0x48, 0xe8, 0xff]
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} else {
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[0x48, 0xb2, 0xe8, 0xff]
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};
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pixel.copy_from_slice(&rgba);
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}
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}
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}
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@@ -30,7 +30,7 @@ fn main() {
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};
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// create a closure containing your display logic
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let display_logic = move |state: &State| {
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let display_logic = move |state: &mut State| {
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// redraw the winit window
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window.request_redraw();
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};
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@@ -41,6 +41,6 @@ fn main() {
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// run the winit event loop with embedded hypoloop sim
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event_loop.run(move |event, _, control_flow| {
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// "step" the sim forward
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sim.step(&mut update_logic, &display_logic);
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sim.step(&mut update_logic, &mut display_logic);
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});
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}
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