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struct Playing { | |
state: GameState, | |
event_queue: VecDeque<Vec<Event>>, | |
event_time: f32, | |
} | |
impl Playing { | |
fn handle_input(&mut self, input: InputEvent) { | |
match input_event { | |
KeyboardInput(Key::Right) => self.event_queue.extend(self.state.handle(Dir::Right)), | |
// ..., | |
} | |
} | |
fn advance(&mut self, delta_t: f32) { | |
if events.is_empty() { return; } | |
self.event_time += delta_t * how_fast_i_want_things_to_animate * self.event_queue.size(); | |
if self.event_time > 1.0 { | |
let events = self.event_queue.pop_front().unwrap(); | |
for event in events { | |
self.state.apply(&event); | |
} | |
if let Some(front) = self.event_queue.front() { | |
for event in events { | |
event.play_sound_effect(); | |
} | |
} | |
self.event_time = 0.0; | |
} | |
} | |
fn draw_stuff(&self) { | |
let player_movement = self.events.iter().find(|e| matches!(e, Event::PlayerMove(_))); | |
let player_offset = match player_movement { | |
None => v3(0.0, 0.0, 0.0), | |
Some(Dir::Right) => v3(1.0, 0.0, 0.0), | |
// ..., | |
}; | |
let player_location = self.state.player_location.to_v3() + player_offset * self.animation_time; | |
render_the_player_model(player_location); | |
// ... | |
} | |
} | |
struct GameState { | |
player_location: Vec2<i32>, | |
enemies: Vec<Enemy>, | |
// ... | |
} | |
impl GameState { | |
fn handle(&self, player_move_dir: Dir) -> Vec<Vec<Event>> { | |
let mut result = vec![]; | |
result.push_back(vec![Event::PlayerMove(player_move_dir)]); | |
let mut enemy_reactions = vec![]; | |
for (i, enemy) in self.enemies.iter().enumerate() { | |
enemy_reactions.push_back(Event::EnemyMove(i, Dir::random())) | |
} | |
// All the enemies move simultaneously | |
result.push_back(enemy_reactions); | |
result | |
} | |
impl apply(&mut self, event: &Event) { | |
match event { | |
Event::PlayerMove(dir) => self.player_location += dir, | |
Event::EnemyMove(i, dir) => self.enemies.location += dir, | |
// ... | |
} | |
} | |
} |
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