Slight cleanup
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parent
c2611baa32
commit
7cd29b5ffa
3 changed files with 15 additions and 16 deletions
25
src/main.rs
25
src/main.rs
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@ -1,7 +1,6 @@
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#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
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#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
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use bracket_lib::prelude::*;
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use bracket_lib::prelude::*;
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use sidebar::draw_sidebar;
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use sound::{Sound, SoundEffect, SoundEffectSamples, SoundSystem};
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use sound::{Sound, SoundEffect, SoundEffectSamples, SoundSystem};
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use specs::prelude::*;
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use specs::prelude::*;
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use specs_derive::Component;
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use specs_derive::Component;
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@ -75,7 +74,7 @@ fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World, sound_system: &m
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if stepped {
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if stepped {
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let sound_effects = ecs.fetch::<SoundEffects>();
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let sound_effects = ecs.fetch::<SoundEffects>();
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let step_sound = sound_effects.step_sound.clone();
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let step_sound = sound_effects.step_sound.clone();
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let _ = sound_system.play_sound(step_sound);
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sound_system.play_sound(step_sound);
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}
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}
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}
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}
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@ -85,25 +84,25 @@ fn player_input(gs: &mut State, ctx: &mut BTerm) {
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None => {} // Nothing happened
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None => {} // Nothing happened
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Some(key) => match key {
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Some(key) => match key {
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VirtualKeyCode::Left | VirtualKeyCode::J => {
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VirtualKeyCode::Left | VirtualKeyCode::J => {
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try_move_player(-1, 0, &mut gs.ecs, &mut gs.sound_system)
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try_move_player(-1, 0, &mut gs.ecs, &mut gs.sound_system);
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}
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}
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VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::Up | VirtualKeyCode::I => {
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VirtualKeyCode::Up | VirtualKeyCode::I => {
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try_move_player(0, -1, &mut gs.ecs, &mut gs.sound_system)
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try_move_player(0, -1, &mut gs.ecs, &mut gs.sound_system);
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}
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}
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VirtualKeyCode::O => try_move_player(1, -1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::O => try_move_player(1, -1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::Right | VirtualKeyCode::K => {
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VirtualKeyCode::Right | VirtualKeyCode::K => {
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try_move_player(1, 0, &mut gs.ecs, &mut gs.sound_system)
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try_move_player(1, 0, &mut gs.ecs, &mut gs.sound_system);
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}
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}
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VirtualKeyCode::Comma => try_move_player(1, 1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::Comma => try_move_player(1, 1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::Down | VirtualKeyCode::M => {
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VirtualKeyCode::Down | VirtualKeyCode::M => {
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try_move_player(0, 1, &mut gs.ecs, &mut gs.sound_system)
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try_move_player(0, 1, &mut gs.ecs, &mut gs.sound_system);
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}
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}
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VirtualKeyCode::N => try_move_player(-1, 1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::N => try_move_player(-1, 1, &mut gs.ecs, &mut gs.sound_system),
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VirtualKeyCode::S => {
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VirtualKeyCode::S => {
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let sound_effects = gs.ecs.fetch::<SoundEffects>();
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let sound_effects = gs.ecs.fetch::<SoundEffects>();
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let step_sound = sound_effects.pickup_sound.clone();
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let pickup_sound = sound_effects.pickup_sound.clone();
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let _ = gs.sound_system.play_sound(step_sound);
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gs.sound_system.play_sound(pickup_sound);
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}
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}
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_ => {}
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_ => {}
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},
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},
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@ -124,7 +123,7 @@ impl GameState for State {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
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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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draw_sidebar(&self.ecs, ctx);
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sidebar::draw(&self.ecs, ctx);
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}
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}
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}
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}
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@ -158,7 +157,7 @@ fn main() -> BError {
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.with_tile_dimensions(8, 16)
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.with_tile_dimensions(8, 16)
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.build()?;
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.build()?;
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let ss = SoundSystem::new();
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let ss = SoundSystem::new();
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let step_sound = ss.render_sound_effect(SoundEffect {
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let step_sound = ss.render_sound_effect(&SoundEffect {
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sounds: vec![
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sounds: vec![
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Sound {
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Sound {
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sound_type: SoundType::Noise(350, 900),
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sound_type: SoundType::Noise(350, 900),
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@ -175,7 +174,7 @@ fn main() -> BError {
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],
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],
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});
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});
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let pickup_sound = ss.render_sound_effect(SoundEffect {
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let pickup_sound = ss.render_sound_effect(&SoundEffect {
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sounds: vec![
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sounds: vec![
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Sound {
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Sound {
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sound_type: SoundType::Noise(350, 900),
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sound_type: SoundType::Noise(350, 900),
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@ -267,11 +266,11 @@ fn main() -> BError {
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})
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})
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.collect();
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.collect();
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let swoop_effect = gs.sound_system.render_sound_effect(SoundEffect {
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let swoop_effect = gs.sound_system.render_sound_effect(&SoundEffect {
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sounds: start_sounds,
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sounds: start_sounds,
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});
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});
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let _ = gs.sound_system.play_sound(swoop_effect);
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gs.sound_system.play_sound(swoop_effect);
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// let effect = gs.sound_system.render_sound_effect(SoundEffect {
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// let effect = gs.sound_system.render_sound_effect(SoundEffect {
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// sounds: vec![Sound {
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// sounds: vec![Sound {
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@ -6,7 +6,7 @@ use specs::prelude::*;
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const SIDEBAR_POS_X: i32 = 66;
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const SIDEBAR_POS_X: i32 = 66;
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const SIDEBAR_POS_Y: i32 = 0;
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const SIDEBAR_POS_Y: i32 = 0;
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pub fn draw_sidebar(ecs: &World, ctx: &mut BTerm) {
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pub fn draw(ecs: &World, ctx: &mut BTerm) {
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// Blue background
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// Blue background
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ctx.fill_region(
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ctx.fill_region(
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Rect {
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Rect {
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@ -70,7 +70,7 @@ impl SoundSystem {
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}
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}
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}
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}
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pub fn render_sound_effect(&self, effect: SoundEffect) -> SoundEffectSamples {
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pub fn render_sound_effect(&self, effect: &SoundEffect) -> SoundEffectSamples {
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let effect_buffer: Vec<f32> = effect
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let effect_buffer: Vec<f32> = effect
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.sounds
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.sounds
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.iter()
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.iter()
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@ -87,7 +87,7 @@ impl SoundSystem {
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.collect::<Vec<f32>>();
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.collect::<Vec<f32>>();
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}
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}
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let num_harmonics = self.sample_rate.0 / (freq as u32 * 2);
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let num_harmonics = self.sample_rate.0 / (freq as u32 * 2);
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let coefficients = (0..num_harmonics + 1)
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let coefficients = (0..=num_harmonics)
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.map(|i| {
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.map(|i| {
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if i == 0 {
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if i == 0 {
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return 0.0;
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return 0.0;
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