add gameover #20
4 changed files with 97 additions and 40 deletions
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@ -1,9 +1,8 @@
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use super::{furniture::Furniture, grid::Grid};
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use super::{furniture::Furniture, grid::Grid};
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use crate::game::{self, ZLayer};
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use crate::game::{self, ZLayer};
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use comfy::{
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use comfy::{
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draw_circle, draw_rect, draw_rect_outline, draw_sprite, error, random_i32,
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, texture_id, vec2,
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texture_id, vec2, EngineContext, HashSet, RandomRange as _, Vec2, GOLD, GREEN,
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EngineContext, HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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PURPLE, RED, WHITE
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};
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};
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use indexmap::IndexSet;
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use indexmap::IndexSet;
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72
src/game.rs
72
src/game.rs
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@ -75,7 +75,8 @@ pub enum ZLayer {
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MapMax = -1,
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MapMax = -1,
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Human = 0,
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Human = 0,
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Ghost = 1,
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Ghost = 1,
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UI = 100
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UI = 100,
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GameOver = 1000
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}
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}
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impl From<ZLayer> for i32 {
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impl From<ZLayer> for i32 {
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@ -134,40 +135,44 @@ pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
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pub const GHOST_CHARGE_RATE: f32 = 200.0;
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pub const GHOST_CHARGE_RATE: f32 = 200.0;
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pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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// Update the score. It's based on time.
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if state.ghost.charge > 0.0 {
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state.score += ctx.delta * 10.0;
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// Update the score. It's based on time.
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state.score += ctx.delta * 10.0;
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// Update the currently active activity.
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match state.activity {
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Activity::House(_) => house::update(state, ctx),
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Activity::Overworld => overworld::update(state, ctx)
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}
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// We update the charge of houses here - the charge will always decrease, even if the
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// house is not the current activity.
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for (house_pos, house) in &mut state.houses {
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house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
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// Update the currently active activity.
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match state.activity {
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match state.activity {
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Activity::House(pos) if *house_pos == pos => {
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Activity::House(_) => house::update(state, ctx),
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// The ghost is currently inside the house. Increase its discarge rate.
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Activity::Overworld => overworld::update(state, ctx)
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house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
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if house.charge < 0.0 {
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state.ghost.charge += house.charge;
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house.charge = 0.0;
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}
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// And possibly also charge the ghost when inside a house.
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if state.ghost.charge < state.ghost.max_charge {
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let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
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.min(state.ghost.max_charge - state.ghost.charge)
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.min(house.charge);
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state.ghost.charge += charge_transfer;
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house.charge -= charge_transfer;
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}
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},
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_ => {}
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}
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}
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// We update the charge of houses here - the charge will always decrease, even if the
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// house is not the current activity.
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for (house_pos, house) in &mut state.houses {
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house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
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match state.activity {
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Activity::House(pos) if *house_pos == pos => {
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// The ghost is currently inside the house. Increase its discarge rate.
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house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
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if house.charge < 0.0 {
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state.ghost.charge += house.charge;
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house.charge = 0.0;
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}
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// And possibly also charge the ghost when inside a house.
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if state.ghost.charge < state.ghost.max_charge {
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let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
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.min(state.ghost.max_charge - state.ghost.charge)
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.min(house.charge);
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state.ghost.charge += charge_transfer;
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house.charge -= charge_transfer;
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}
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},
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_ => {}
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}
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}
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} else {
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crate::game_over::update(state, ctx);
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}
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}
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// Make sure the ghost's charge never drops below 0.
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// Make sure the ghost's charge never drops below 0.
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@ -180,4 +185,7 @@ pub fn draw(state: &State, engine: &EngineContext<'_>) {
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Activity::Overworld => overworld::draw(state, engine)
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Activity::Overworld => overworld::draw(state, engine)
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}
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}
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crate::ui::draw(state, engine);
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crate::ui::draw(state, engine);
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if state.ghost.charge <= 0.0 {
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crate::game_over::draw(state, engine);
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}
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}
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}
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52
src/game_over.rs
Normal file
52
src/game_over.rs
Normal file
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@ -0,0 +1,52 @@
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use std::mem::take;
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use crate::{game::ZLayer, State};
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use comfy::{
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draw_rect, egui,
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egui::{Align, Layout},
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is_key_pressed, main_camera, Color, EngineContext, WHITE
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};
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use egui::{Align2, RichText};
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use log::info;
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pub fn update(state: &mut State, _engine: &mut EngineContext<'_>) {
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if is_key_pressed(comfy::KeyCode::Return) {
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info!("Restart game");
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take(state); //reset to default
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}
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}
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pub fn draw(state: &State, _engine: &EngineContext<'_>) {
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let cam = main_camera();
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draw_rect(
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cam.center,
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cam.world_viewport() * 1.2,
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Color::new(0.0, 0.0, 0.0, 0.5),
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ZLayer::GameOver.into()
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);
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egui::Area::new("game_over")
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.anchor(Align2::CENTER_CENTER, egui::vec2(0.0, 0.0))
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.show(egui(), |ui| {
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ui.with_layout(Layout::top_down_justified(Align::Center), |ui| {
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ui.heading(
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RichText::new(
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"The poor spirit lost all their energy and starve to death"
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)
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.color(WHITE)
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.strong()
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.size(50.0)
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);
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ui.label(
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RichText::new(format!("\nYour Score:\n{:.0}", state.score))
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.color(WHITE)
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.size(30.0)
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);
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ui.label(
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RichText::new("\n\n\npress enter for restart")
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.color(WHITE)
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.size(30.0)
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);
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})
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});
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}
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@ -5,9 +5,9 @@
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mod assets {
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mod assets {
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include!(env!("ASSETS_RS"));
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include!(env!("ASSETS_RS"));
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}
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}
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mod activities;
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mod activities;
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mod game;
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mod game;
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mod game_over;
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mod ui;
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mod ui;
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use std::env::var;
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use std::env::var;
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@ -70,14 +70,12 @@ impl State {
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impl GameLoop for State {
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impl GameLoop for State {
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fn new(_c: &mut EngineState) -> Self {
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fn new(_c: &mut EngineState) -> Self {
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Self {
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Default::default()
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dev: dev_from_env(),
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..Default::default()
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}
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}
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}
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fn update(&mut self, ctx: &mut EngineContext<'_>) {
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fn update(&mut self, ctx: &mut EngineContext<'_>) {
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if !self.setup_called {
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if !self.setup_called {
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self.dev = dev_from_env();
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game::setup(self, ctx);
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game::setup(self, ctx);
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game::setup(self, ctx);
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game::setup(self, ctx);
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self.setup_called = true;
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self.setup_called = true;
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