addded change into screens and powerup
parent
6f978c4cb9
commit
2c62ed12f6
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@ -4,5 +4,7 @@ version = "0.1.0"
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authors = ["kirbylife <kirbylife@protonmail.com>"]
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[dependencies]
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# heapless = "*"
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# fixedvec = "*"
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ruduino = "0.2.5"
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avr-std-stub = "1.0"
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615
src/main.rs
615
src/main.rs
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@ -60,6 +60,7 @@ enum Direction {
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#[derive(Clone, PartialEq)]
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struct Player {
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position: Position,
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old_position: Position,
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size: Size,
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force: i8,
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speed: f32,
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@ -70,7 +71,9 @@ impl Player {
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fn new() -> Self {
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Player {
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position: Position { x: 2, y: 30 },
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old_position: Position { x: 2, y: 30 },
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size: Size {
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// width: 5,
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width: 3,
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height: 6,
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},
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@ -82,6 +85,9 @@ impl Player {
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}
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fn collide(&self, wall: &Wall) -> Option<Direction> {
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if wall.size.width == 0 || wall.size.height == 0 {
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return None;
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}
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let is_colliding = self.position.x < wall.position.x + wall.size.width
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&& self.position.x + self.size.width > wall.position.x
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&& self.position.y < wall.position.y + wall.size.height
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@ -100,6 +106,85 @@ impl Player {
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} else {
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None
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}
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// =========== New Function ===========
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// if self.position.x + self.size.width > wall.position.x
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// && self.position.x < wall.position.x + wall.size.width
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// && self.position.y + self.size.height > wall.position.y
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// && self.position.y < wall.position.y + wall.size.height
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// {
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// if self.jumping && self.force <= 0 {
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// Some(Direction::Down)
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// } else {
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// Some(Direction::Up)
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// }
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// } else if self.position.x + self.size.width > wall.position.x
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// && self.position.x < wall.position.x + wall.size.width
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// && self.position.y + self.size.height > wall.position.y
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// && self.position.y < wall.position.y + wall.size.height
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// {
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// if self.position.x < wall.position.x {
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// Some(Direction::Left)
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// } else {
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// Some(Direction::Up)
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// }
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// } else {
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// None
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// }
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}
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fn draw(&mut self) {
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// draw_player(&player, &old_player);
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// old_player = player.clone();
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if self.position == self.old_position {
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return;
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}
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for b in [
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'|' as u8,
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2,
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// self.old_position.x as u8 + 1,
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// self.old_position.y as u8,
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// self.size.width as u8 - 2,
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// self.size.height as u8 - 1,
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self.old_position.x as u8,
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self.old_position.y as u8,
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self.size.width as u8,
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self.size.height as u8 - 1,
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GREEN,
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]
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.iter()
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{
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serial::transmit(*b);
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}
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for b in [
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'|' as u8,
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2,
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// self.position.x as u8 + 1,
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// self.position.y as u8,
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// self.size.width as u8 - 2,
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// self.size.height as u8 - 1,
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self.position.x as u8,
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self.position.y as u8,
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self.size.width as u8,
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self.size.height as u8 - 1,
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RED,
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]
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.iter()
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{
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serial::transmit(*b);
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}
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self.old_position = self.position.clone();
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}
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fn powerup(&mut self, growup: bool) {
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if growup {
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self.position.y = self.position.y - 4;
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self.size.height = self.size.height + 4;
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self.powered = true;
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} else {
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self.position.y = self.position.y + 4;
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self.size.height = self.size.height - 4;
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self.powered = false;
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}
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}
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}
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@ -107,6 +192,10 @@ impl Player {
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enum WallType {
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Solid,
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Breakable,
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Secret,
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PowerupBox,
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VerticalPipe,
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Powerup,
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}
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#[derive(Clone)]
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@ -119,13 +208,170 @@ struct Wall {
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impl Wall {
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fn new(size: Size, position: Position, wall_type: WallType) -> Self {
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if wall_type == WallType::Secret {
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Wall {
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position: position,
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size: size,
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wall_type: wall_type,
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visible: false,
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}
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} else {
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Wall {
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position: position,
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size: size,
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wall_type: wall_type,
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visible: true,
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}
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}
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}
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fn powerup(position: Position) -> Self {
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Wall {
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position: position,
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size: size,
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wall_type: wall_type,
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position: Position {
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x: position.x + 1,
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y: position.y,
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},
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size: Size {
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width: 3,
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height: 5,
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},
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wall_type: WallType::Powerup,
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visible: true,
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}
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}
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fn useless() -> Self {
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Wall {
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position: Position { x: 0, y: 0 },
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size: Size {
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width: 0,
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height: 0,
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},
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wall_type: WallType::Solid,
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visible: false,
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}
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}
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fn draw(&self) {
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if self.size.width == 0 || self.size.height == 0 {
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return;
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}
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for b in [
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'|' as u8,
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2,
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self.position.x as u8,
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self.position.y as u8,
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self.size.width as u8,
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self.size.height as u8,
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if self.wall_type == WallType::Powerup {
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RED
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} else {
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BLACK
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},
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]
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.iter()
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{
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serial::transmit(*b);
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}
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match self.wall_type {
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WallType::Breakable | WallType::PowerupBox => {
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for b in [
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'|' as u8,
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2,
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self.position.x as u8 + 1,
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self.position.y as u8 + 2,
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self.size.width as u8 - 2,
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1,
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GREEN,
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]
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.iter()
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{
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serial::transmit(*b);
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}
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}
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WallType::VerticalPipe => {
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for b in [
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'|' as u8,
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2,
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self.position.x as u8 - 1,
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self.position.y as u8,
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self.size.width as u8 + 2,
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4,
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BLACK,
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]
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.iter()
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{
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serial::transmit(*b);
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}
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}
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WallType::Powerup => {
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for b in [
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// First decoration
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'|' as u8,
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2,
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self.position.x as u8 - 1,
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self.position.y as u8 + 1,
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5,
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1,
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RED,
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// Second decoration
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'|' as u8,
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2,
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self.position.x as u8 - 2,
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self.position.y as u8 + 2,
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7,
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1,
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RED,
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]
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.iter()
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{
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serial::transmit(*b);
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}
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}
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_ => {}
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}
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}
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fn erase(&self) {
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match self.wall_type {
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WallType::Powerup => {
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for b in [
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'|' as u8,
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2,
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self.position.x as u8 - 2,
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self.position.y as u8,
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7,
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5,
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GREEN,
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]
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.iter()
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{
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serial::transmit(*b);
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}
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}
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_ => {
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for b in [
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'|' as u8,
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2,
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self.position.x as u8,
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self.position.y as u8,
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self.size.width as u8,
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self.size.height as u8,
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GREEN,
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]
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.iter()
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{
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serial::transmit(*b);
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}
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}
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}
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}
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fn destroy(&mut self) {
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self.visible = false;
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self.erase();
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}
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}
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#[no_mangle]
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@ -138,17 +384,19 @@ pub unsafe extern "C" fn main() -> ! {
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DDRD::set_mask_raw(HIGH);
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PORTD::unset_mask_raw(HIGH);
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let mut step = 0;
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let mut step: u8 = 0;
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let mut player = Player::new();
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let mut walls: [Wall; 8] = [
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let screen1: [Wall; 8] = [
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// Floor
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Wall::new(
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Size {
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width: 120,
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height: 5,
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height: 4,
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},
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Position { x: 0, y: 54 },
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Position { x: 0, y: 55 },
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WallType::Solid,
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),
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// Individual block left
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Wall::new(
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Size {
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width: 5,
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@ -157,14 +405,16 @@ pub unsafe extern "C" fn main() -> ! {
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Position { x: 50, y: 35 },
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WallType::Solid,
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),
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// Powerup block
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Wall::new(
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Size {
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width: 5,
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height: 5,
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},
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Position { x: 70, y: 35 },
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WallType::Breakable,
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WallType::PowerupBox,
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),
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// Middle breakable block
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Wall::new(
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Size {
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width: 5,
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@ -173,6 +423,7 @@ pub unsafe extern "C" fn main() -> ! {
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Position { x: 80, y: 35 },
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WallType::Breakable,
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),
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// Right breakable block
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Wall::new(
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Size {
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width: 5,
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@ -181,6 +432,7 @@ pub unsafe extern "C" fn main() -> ! {
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Position { x: 90, y: 35 },
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WallType::Breakable,
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),
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// left middle solid block
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Wall::new(
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Size {
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width: 5,
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@ -189,6 +441,7 @@ pub unsafe extern "C" fn main() -> ! {
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Position { x: 80, y: 20 },
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WallType::Solid,
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),
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// right middle solid block
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Wall::new(
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Size {
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width: 5,
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@ -197,6 +450,7 @@ pub unsafe extern "C" fn main() -> ! {
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Position { x: 85, y: 35 },
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WallType::Solid,
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),
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// Upper solid block
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Wall::new(
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Size {
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width: 5,
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@ -206,32 +460,246 @@ pub unsafe extern "C" fn main() -> ! {
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WallType::Solid,
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),
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];
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let screen2: [Wall; 8] = [
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// Floor
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Wall::new(
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Size {
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width: 120,
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height: 4,
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},
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Position { x: 0, y: 55 },
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WallType::Solid,
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),
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// Pipe 1
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Wall::new(
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Size {
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width: 5,
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height: 10,
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},
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Position { x: 35, y: 45 },
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WallType::VerticalPipe,
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),
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Wall::new(
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Size {
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width: 0,
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height: 5,
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},
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Position { x: 34, y: 45 },
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WallType::Solid,
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),
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// Pipe 2
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Wall::new(
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Size {
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width: 5,
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height: 15,
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},
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Position { x: 65, y: 40 },
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WallType::VerticalPipe,
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),
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Wall::new(
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Size {
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width: 0,
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height: 5,
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},
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Position { x: 64, y: 40 },
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WallType::Solid,
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),
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// Pipe 3
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Wall::new(
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Size {
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width: 5,
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height: 20,
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},
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Position { x: 95, y: 35 },
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WallType::VerticalPipe,
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),
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Wall::new(
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Size {
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width: 0,
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height: 5,
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},
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Position { x: 94, y: 35 },
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WallType::Solid,
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),
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// Extra wall useless
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Wall::useless(),
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];
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let screen3: [Wall; 8] = [
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// Floor 1
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Wall::new(
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Size {
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width: 80,
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height: 4,
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},
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Position { x: 0, y: 55 },
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WallType::Solid,
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),
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// floor 2
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Wall::new(
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Size {
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width: 25,
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height: 4,
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},
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Position { x: 95, y: 55 },
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WallType::Solid,
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),
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// Pipe
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Wall::new(
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Size {
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width: 5,
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height: 20,
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},
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Position { x: 30, y: 35 },
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WallType::VerticalPipe,
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),
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// Invisible block
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Wall::new(
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Size {
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width: 5,
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height: 5,
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},
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Position { x: 65, y: 30 },
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WallType::Secret,
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),
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// Extra walls useless
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Wall::useless(),
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Wall::useless(),
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Wall::useless(),
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Wall::useless(),
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];
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let screen4: [Wall; 8] = [
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// Floor 1
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Wall::new(
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Size {
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width: 100,
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height: 4,
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},
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Position { x: 0, y: 55 },
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WallType::Solid,
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),
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// Second floor
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Wall::new(
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Size {
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width: 5,
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height: 4,
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},
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Position { x: 115, y: 55 },
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WallType::Solid,
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),
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// Powerup block
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Wall::new(
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Size {
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width: 5,
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height: 5,
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},
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Position { x: 50, y: 35 },
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WallType::Breakable,
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),
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// Middle breakable block
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Wall::new(
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Size {
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width: 5,
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height: 5,
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},
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Position { x: 55, y: 35 },
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WallType::PowerupBox,
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),
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// Right breakable block
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Wall::new(
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Size {
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width: 5,
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height: 5,
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},
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Position { x: 60, y: 35 },
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WallType::Breakable,
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),
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// Up big block
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Wall::new(
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Size {
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width: 45,
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height: 5,
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},
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Position { x: 65, y: 15 },
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WallType::Solid,
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),
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// Extra walls useless
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Wall::useless(),
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Wall::useless(),
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];
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let map: [[Wall; 8]; 4] = [screen1, screen2, screen3, screen4];
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clear();
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let mut old_player = player.clone();
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let mut last_wall_collisioned: Option<Wall> = None;
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let mut level: usize = 0;
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let mut walls = map[level].clone();
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// As the original SMB, in logic there will only be one powerup at a time
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let mut powerup: Option<Wall> = None;
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let mut powerup_painted = true;
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for wall in walls.iter() {
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if wall.visible {
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draw_wall(wall);
|
||||
wall.draw();
|
||||
}
|
||||
}
|
||||
|
||||
loop {
|
||||
// clear();
|
||||
draw_player(&player, &old_player);
|
||||
old_player = player.clone();
|
||||
|
||||
// If the player fall of the map, restart
|
||||
if player.position.y > 70 {
|
||||
player = Player::new();
|
||||
continue;
|
||||
}
|
||||
// level scroll logic
|
||||
if player.position.x > 120 {
|
||||
level += 1;
|
||||
if level >= map.len() {
|
||||
level -= 1;
|
||||
player.position.x = 120;
|
||||
continue;
|
||||
}
|
||||
walls = map[level].clone();
|
||||
player.position.x = 1;
|
||||
clear();
|
||||
for wall in walls.iter() {
|
||||
if wall.visible {
|
||||
wall.draw();
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if player.position.x < 0 && level > 0 {
|
||||
level -= 1;
|
||||
player.position.x = 120;
|
||||
walls = map[level].clone();
|
||||
clear();
|
||||
for wall in walls.iter() {
|
||||
if wall.visible {
|
||||
wall.draw();
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
match powerup {
|
||||
Some(ref powerup_) => {
|
||||
if player.collide(&powerup_).is_some() {
|
||||
powerup_.erase();
|
||||
powerup = None;
|
||||
player.powerup(true);
|
||||
} else {
|
||||
if !powerup_painted {
|
||||
powerup_.draw();
|
||||
powerup_painted = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
let mut fall = true;
|
||||
|
||||
// Static wall behavior
|
||||
let mut horizontal_collision: Option<Direction> = None;
|
||||
for wall in &mut walls {
|
||||
if wall.visible {
|
||||
if wall.visible || wall.wall_type == WallType::Secret {
|
||||
match player.collide(wall) {
|
||||
Some(Direction::Up) => {
|
||||
player.jumping = false;
|
||||
|
@ -241,17 +709,37 @@ pub unsafe extern "C" fn main() -> ! {
|
|||
}
|
||||
player.position.y += 1;
|
||||
fall = false;
|
||||
draw_wall(&wall);
|
||||
wall.draw();
|
||||
}
|
||||
Some(Direction::Down) => {
|
||||
player.force = 0;
|
||||
player.position.y += 1;
|
||||
fall = true;
|
||||
if wall.wall_type == WallType::Breakable {
|
||||
delete_wall(&wall);
|
||||
wall.visible = false;
|
||||
} else {
|
||||
draw_wall(&wall);
|
||||
match wall.wall_type {
|
||||
WallType::Breakable => {
|
||||
if player.powered {
|
||||
wall.destroy();
|
||||
} else {
|
||||
wall.draw();
|
||||
}
|
||||
}
|
||||
WallType::PowerupBox => {
|
||||
let powerup_ = Wall::powerup(Position {
|
||||
x: wall.position.x,
|
||||
y: wall.position.y - 5,
|
||||
});
|
||||
powerup = Some(powerup_);
|
||||
powerup_painted = false;
|
||||
wall.wall_type = WallType::Solid;
|
||||
}
|
||||
WallType::Secret => {
|
||||
if player.force < 0 {
|
||||
wall.visible = true;
|
||||
wall.wall_type = WallType::Solid;
|
||||
wall.draw();
|
||||
}
|
||||
}
|
||||
_ => wall.draw(),
|
||||
}
|
||||
}
|
||||
Some(dir) => {
|
||||
|
@ -267,8 +755,8 @@ pub unsafe extern "C" fn main() -> ! {
|
|||
} else {
|
||||
player.position.x -= 1;
|
||||
}
|
||||
horizontal_collision = Some(dir);
|
||||
draw_wall(&wall);
|
||||
wall.draw();
|
||||
// draw_wall(&wall);
|
||||
}
|
||||
// None => fall = true,
|
||||
None => {}
|
||||
|
@ -276,6 +764,8 @@ pub unsafe extern "C" fn main() -> ! {
|
|||
}
|
||||
}
|
||||
|
||||
player.draw();
|
||||
|
||||
// Gravity control
|
||||
// if the variable `fall` is true it's because all the logic of
|
||||
// The platforms doesn't stop the fallen of the character
|
||||
|
@ -339,7 +829,7 @@ pub unsafe extern "C" fn main() -> ! {
|
|||
}
|
||||
}
|
||||
|
||||
fn delay(cycles: u32) {
|
||||
fn _delay(cycles: u32) {
|
||||
for _ in 0..(1_600 * cycles) {
|
||||
unsafe { llvm_asm!("" :::: "volatile") }
|
||||
}
|
||||
|
@ -351,83 +841,6 @@ fn clear() {
|
|||
}
|
||||
}
|
||||
|
||||
fn draw_player(player: &Player, old_player: &Player) {
|
||||
if player == old_player {
|
||||
return;
|
||||
}
|
||||
for b in [
|
||||
'|' as u8,
|
||||
2,
|
||||
old_player.position.x as u8,
|
||||
old_player.position.y as u8,
|
||||
old_player.size.width as u8,
|
||||
old_player.size.height as u8 - 1,
|
||||
GREEN,
|
||||
]
|
||||
.iter()
|
||||
{
|
||||
serial::transmit(*b);
|
||||
}
|
||||
for b in [
|
||||
'|' as u8,
|
||||
2,
|
||||
player.position.x as u8,
|
||||
player.position.y as u8,
|
||||
player.size.width as u8,
|
||||
player.size.height as u8 - 1,
|
||||
RED,
|
||||
]
|
||||
.iter()
|
||||
{
|
||||
serial::transmit(*b);
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_wall(wall: &Wall) {
|
||||
for b in [
|
||||
'|' as u8,
|
||||
2,
|
||||
wall.position.x as u8,
|
||||
wall.position.y as u8,
|
||||
wall.size.width as u8,
|
||||
wall.size.height as u8,
|
||||
BLACK,
|
||||
]
|
||||
.iter()
|
||||
{
|
||||
serial::transmit(*b);
|
||||
}
|
||||
if wall.wall_type == WallType::Breakable {
|
||||
for b in [
|
||||
'|' as u8,
|
||||
1,
|
||||
wall.position.x as u8 + 2,
|
||||
wall.position.y as u8 + 2,
|
||||
GREEN,
|
||||
]
|
||||
.iter()
|
||||
{
|
||||
serial::transmit(*b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn delete_wall(wall: &Wall) {
|
||||
for b in [
|
||||
'|' as u8,
|
||||
2,
|
||||
wall.position.x as u8,
|
||||
wall.position.y as u8,
|
||||
wall.size.width as u8,
|
||||
wall.size.height as u8,
|
||||
GREEN,
|
||||
]
|
||||
.iter()
|
||||
{
|
||||
serial::transmit(*b);
|
||||
}
|
||||
}
|
||||
|
||||
fn serial_start() {
|
||||
serial::Serial::new(UBRR)
|
||||
.character_size(serial::CharacterSize::EightBits)
|
||||
|
|
Loading…
Reference in New Issue