212 lines
6.3 KiB
Rust
212 lines
6.3 KiB
Rust
use rltk::{GameState, Point, Rltk, VirtualKeyCode, RGB};
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use specs::prelude::*;
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use std::cmp::{max, min};
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mod rect;
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pub use rect::*;
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mod map;
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pub use map::*;
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mod components;
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pub use components::*;
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mod visibility_system;
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pub use visibility_system::VisibilitySystem;
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mod monster_ai_system;
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pub use monster_ai_system::MonsterAI;
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#[macro_use]
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extern crate specs_derive;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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Paused,
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Running,
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}
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pub struct State {
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ecs: World,
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runstate: RunState,
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}
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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let mut viewsheds = ecs.write_storage::<Viewshed>();
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let map = ecs.fetch::<Map>();
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for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
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if map.tiles[destination_idx] != TileType::Wall {
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pos.x = min(79, max(0, pos.x + delta_x));
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pos.y = min(49, max(0, pos.y + delta_y));
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let mut ppos = ecs.write_resource::<Point>();
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ppos.x = pos.x;
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ppos.y = pos.y;
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viewshed.dirty = true;
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}
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}
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}
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Player movement
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match ctx.key {
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None => return RunState::Paused, // Nothing happened
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Some(key) => match key {
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VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
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VirtualKeyCode::Numpad4 => try_move_player(-1, 0, &mut gs.ecs),
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VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
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VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
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VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs),
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VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
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VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs),
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VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
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_ => return RunState::Paused,
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},
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}
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RunState::Running
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}
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impl State {
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
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vis.run_now(&self.ecs);
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let mut mob = MonsterAI {};
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mob.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut Rltk) {
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ctx.cls();
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if self.runstate == RunState::Running {
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self.run_systems();
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self.runstate = RunState::Paused;
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} else {
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self.runstate = player_input(self, ctx);
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}
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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for (pos, render) in (&positions, &renderables).join() {
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
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}
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}
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}
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}
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pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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let map = ecs.fetch::<Map>();
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let mut y = 0;
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let mut x = 0;
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for (idx, tile) in map.tiles.iter().enumerate() {
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// Render a tile depending upon the tile type, if revealed
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if map.revealed_tiles[idx] {
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let glyph;
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let mut fg;
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match tile {
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TileType::Floor => {
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glyph = rltk::to_cp437('.');
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fg = RGB::from_f32(0.5, 0.5, 0.5);
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}
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TileType::Wall => {
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glyph = rltk::to_cp437('#');
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fg = RGB::from_f32(0.0, 1.0, 0.0);
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}
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}
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale()
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}
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ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
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}
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// Move the coordinates
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x += 1;
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if x >= map.width {
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x = 0;
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y += 1;
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}
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}
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}
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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let context = RltkBuilder::simple80x50()
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.with_title("Roguelike Tutorial")
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.build()?;
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let mut gs = State {
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ecs: World::new(),
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runstate: RunState::Running,
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};
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Monster>();
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gs.ecs.register::<Name>();
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gs.ecs
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.create_entity()
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.with(Position {
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x: player_x,
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y: player_y,
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})
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player {})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Name {
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name: "Player".to_string(),
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})
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.build();
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let mut rng = rltk::RandomNumberGenerator::new();
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for (idx, room) in map.rooms.iter().skip(1).enumerate() {
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let (x, y) = room.center();
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let (glyph, name): (u16, String) = match rng.roll_dice(1, 2) {
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1 => (rltk::to_cp437('g'), "Goblin".to_string()),
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_ => (rltk::to_cp437('o'), "Orc".to_string()),
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};
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gs.ecs
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.create_entity()
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.with(Position { x, y })
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.with(Renderable {
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glyph,
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Monster {})
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.with(Name {
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name: format!("{} #{}", &name, idx),
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})
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.build();
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}
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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_x, player_y));
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rltk::main_loop(context, gs)
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}
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