Merge remote-tracking branch 'origin/main' into attack-human
This commit is contained in:
commit
cc39434310
11 changed files with 242 additions and 46 deletions
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@ -1,5 +1,5 @@
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use comfy::{error, texture_id, EngineContext, HashSet, Lazy, Mutex, TextureHandle};
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use std::{fmt::Debug, fs, io, sync::Arc};
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use std::{fmt::Debug, fs, io, path::PathBuf, sync::Arc};
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static ASSETS_LOADED: Lazy<Arc<Mutex<HashSet<String>>>> =
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Lazy::new(|| Arc::new(Mutex::new(HashSet::new())));
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@ -39,10 +39,13 @@ impl FurnitureAsset {
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if loaded.contains(&path) {
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return Some(texture_id(&path));
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}
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let bytes = match fs::read(format!(
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"{}/assets/furniture/{path}",
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env!("CARGO_MANIFEST_DIR")
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)) {
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let mut asset_path = PathBuf::from(format!("assets/furniture/{path}"));
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if !asset_path.exists() {
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asset_path = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join(asset_path);
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}
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let bytes = match fs::read(asset_path) {
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Ok(bytes) => bytes,
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Err(err) if err.kind() == io::ErrorKind::NotFound => return None,
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Err(err) => {
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@ -3,7 +3,7 @@ mod grid;
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mod player;
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mod room;
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use comfy::{delta, random_i32, vec2, EngineContext, RandomRange};
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use comfy::{delta, main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
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use grid::Grid;
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use indexmap::IndexSet;
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use log::error;
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@ -25,6 +25,11 @@ pub struct HouseState {
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player: Player,
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human_layer: bool, //Human, magnetic, electric
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exit_time: f32,
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/// The energy level remaining in the house. Should decrease by itself, and much
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/// faster when inhabited by the ghost.
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pub charge: f32,
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pub max_charge: f32
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}
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impl HouseState {
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@ -48,6 +53,7 @@ impl HouseState {
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}
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let player = Player::new(rooms.first().unwrap());
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let max_charge = f32::gen_range(2_000.0, 5_000.0);
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HouseState {
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current_room_id: 0,
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room_count,
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@ -57,6 +63,9 @@ impl HouseState {
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player,
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human_layer: false,
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exit_time: 0.0,
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// TODO this should be lower depending on the time elapsed
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charge: max_charge,
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max_charge
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}
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}
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}
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@ -82,6 +91,10 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
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}
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pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
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let mut camera = main_camera_mut();
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camera.center = vec2(0.0, 0.0);
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drop(camera);
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let house = state.house_mut(ctx);
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.update(¤t_room);
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@ -110,6 +110,37 @@ impl Room {
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let random_idx = usize::gen_range(0, empty_spots.len());
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empty_spots.swap_remove_index(random_idx)
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}
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fn random_empty_spot_size(
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empty_spots: &mut IndexSet<u8>,
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size: u8
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) -> Option<u8> {
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let mut empty_spots_size = IndexSet::<u8>::new();
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for &index in empty_spots.iter() {
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let mut is_valid = true;
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for offset in 0 .. size {
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if !empty_spots.contains(&(index + offset)) {
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is_valid = false;
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break;
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}
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}
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if is_valid {
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empty_spots_size.insert(index);
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}
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}
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if empty_spots_size.is_empty() {
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return None;
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}
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let random_idx = usize::gen_range(0, empty_spots_size.len());
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for offset in (0 .. size).rev() {
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empty_spots.swap_remove_index(random_idx + offset as usize);
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}
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Some(random_idx as u8)
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}
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fn random_appliance<T>(empty_spots: &mut Vec<T>) -> Option<T> {
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if empty_spots.is_empty() {
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return None;
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@ -276,6 +307,42 @@ impl Room {
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}
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},
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RoomType::LivingRoom => {
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let has_couch = match u8::gen_range(0, 2) {
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0 => false,
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1 => true,
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_ => unreachable!()
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};
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if has_couch {
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if let Some(pos) = random_empty_spot_size(&mut empty_spots, 3) {
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furnitures.push(Tile {
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pos: vec2(pos as f32, 0.0),
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size: vec2(3.0, 1.0),
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f: Furniture::new("bedroom", "couch", ctx),
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z: 0
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});
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}
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}
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if let Some(pos) = random_empty_spot(&mut empty_spots) {
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furnitures.push(Tile {
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pos: vec2(pos as f32, 0.0),
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size: vec2(1.0, 2.0),
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f: Furniture::new("bedroom", "bookshelf", ctx),
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z: 0
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});
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}
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if let Some(pos) = random_empty_spot(&mut empty_spots) {
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furnitures.push(Tile {
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pos: vec2(pos as f32, 0.0),
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size: vec2(0.5, 0.9),
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f: Furniture::new("bedroom", "mini_ac", ctx),
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z: 0
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});
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}
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},
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_ => {}
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}
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@ -1,14 +1,28 @@
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use crate::{activities::Activity, game::ZLayer, State};
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use crate::{
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activities::Activity,
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game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
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State
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};
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use comfy::{
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draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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draw_rect_outline, draw_sprite, error, info, is_key_down, main_camera_mut,
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texture_id, vec2, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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};
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use std::time::Instant;
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use worldgen::MovementCost;
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pub mod worldgen;
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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pub fn setup(_state: &State, ctx: &EngineContext<'_>) {
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ctx.load_texture_from_bytes(
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"human_overworld",
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include_bytes!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/assets/entities/human_overworld.png"
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))
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);
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}
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pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
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for (coords, tile) in state.overworld.iter_tiles() {
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for (i, texture) in tile.textures().iter().rev().enumerate() {
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let i = i as i32;
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@ -24,10 +38,19 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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}
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}
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}
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draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
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let mut ghost_pos = state.ghost.overworld_pos;
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ghost_pos.y += 0.5;
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draw_sprite(
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texture_id("human_overworld"),
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ghost_pos,
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WHITE,
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ZLayer::Ghost.into(),
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vec2(1.0, 1.25)
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);
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}
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fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
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fn update_move_player(state: &mut State, _ctx: &mut EngineContext<'_>) {
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let now = Instant::now();
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// Are there any pending position updates? If so, we ignore all user input and execute
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@ -174,6 +197,15 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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}
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}
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// energie lost
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{
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let ghost = &mut state.ghost;
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ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
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if ghost.overworld_movement_pending != Vec2::ZERO {
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ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
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}
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}
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// generate more chunks if needed
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{
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let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
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