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@ -42,13 +42,13 @@ fn main() {
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add_piece
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add_piece
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.run_if(not(any_with_component::<Shape>))
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.run_if(not(any_with_component::<Shape>))
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.after(update_next_shapes),
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.after(update_next_shapes),
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update_shape_blocks
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.run_if(any_component_added::<Shape>.or(any_component_changed::<Shape>)),
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falling
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falling
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.run_if(in_state(GameState::Falling))
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.run_if(in_state(GameState::Falling))
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.run_if(clock_cycle(1.0)),
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.run_if(clock_cycle(1.0)),
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update_position.run_if(any_component_changed::<GridPosition>),
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update_position.run_if(any_component_changed::<GridPosition>),
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deactivate_shape.run_if(any_component_removed::<Shape>),
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update_shape_blocks
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.run_if(any_component_added::<Shape>.or(any_component_changed::<Shape>)).after(update_position),
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deactivate_shape.run_if(any_component_removed::<Shape>).after(update_shape_blocks),
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check_line_removal,
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check_line_removal,
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// Clearing lines systems
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// Clearing lines systems
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clear_line.run_if(any_component_changed::<LineBlocks>),
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clear_line.run_if(any_component_changed::<LineBlocks>),
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@ -565,6 +565,9 @@ fn kb_input(
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KeyCode::ArrowRight => {
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KeyCode::ArrowRight => {
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commands.entity(e).trigger(Movement::Right);
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commands.entity(e).trigger(Movement::Right);
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}
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}
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KeyCode::Space => {
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commands.entity(e).trigger(Movement::Skip);
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}
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KeyCode::Escape => next.set(match curr.get() {
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KeyCode::Escape => next.set(match curr.get() {
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GameState::Falling => GameState::Pause,
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GameState::Falling => GameState::Pause,
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GameState::Pause => GameState::Falling,
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GameState::Pause => GameState::Falling,
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@ -705,6 +708,7 @@ enum Movement {
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Left,
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Left,
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Right,
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Right,
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Rotate,
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Rotate,
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Skip,
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}
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}
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// TODO: When out of bounds left/right, try to move piece away from wall
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// TODO: When out of bounds left/right, try to move piece away from wall
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@ -719,57 +723,66 @@ fn movement(
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shape.get_mut(trigger.target()),
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shape.get_mut(trigger.target()),
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grid_positions.get(trigger.target()),
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grid_positions.get(trigger.target()),
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) {
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) {
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let (new_center, new_shape) = match trigger.event() {
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let new_positions = match trigger.event() {
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Movement::Down => (center.with_offset(0, -1), *this_shape),
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Movement::Down => vec![center.with_offset(0, -1)],
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Movement::Left => (center.with_offset(-1, 0), *this_shape),
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Movement::Left => vec![center.with_offset(-1, 0)],
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Movement::Right => (center.with_offset(1, 0), *this_shape),
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Movement::Right => vec![center.with_offset(1, 0)],
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Movement::Rotate => (Ok(*center), this_shape.rotated()),
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Movement::Rotate => vec![Ok(*center)],
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Movement::Skip => (1..20).map(|i| center.with_offset(0, -i)).collect(),
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};
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let new_shape = match trigger.event() {
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Movement::Down | Movement::Left | Movement::Right | Movement::Skip => *this_shape,
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Movement::Rotate => this_shape.rotated(),
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};
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};
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debug!(
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debug!(
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"Proposed change: {:?}\n{}",
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"Proposed change: {:?}\n{}",
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new_center,
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new_positions,
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new_shape.as_ascii()
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new_shape.as_ascii()
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);
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);
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match new_center {
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for position in new_positions {
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Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => (), // Do nothing
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match position {
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Err(GameError::OutOfBoundsDown) => {
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Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => (), // Do nothing
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commands.entity(trigger.target()).remove::<Shape>();
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Err(GameError::OutOfBoundsDown) => {
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}
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commands.entity(trigger.target()).remove::<Shape>();
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Err(GameError::Collision) => panic!("This shouldn't happen!"),
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}
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Ok(new_center) => {
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Err(GameError::Collision) => panic!("This shouldn't happen!"),
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let new_blocks = new_shape.coordinates(&new_center);
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Ok(new_center) => {
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for block_gp in new_blocks {
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let new_blocks = new_shape.coordinates(&new_center);
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match block_gp {
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for block_gp in new_blocks {
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Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => {
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match block_gp {
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return;
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Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => {
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} // Do nothing
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return;
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Err(GameError::OutOfBoundsDown) => {
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} // Do nothing
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commands.entity(trigger.target()).remove::<Shape>();
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Err(GameError::OutOfBoundsDown) => {
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return;
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commands.entity(trigger.target()).remove::<Shape>();
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}
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return;
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Err(GameError::Collision) => panic!("This shouldn't happen!"),
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}
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Ok(gp) => {
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Err(GameError::Collision) => panic!("This shouldn't happen!"),
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for other_gp in inactive.iter() {
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Ok(gp) => {
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// If there would be a collision between blocks
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for other_gp in inactive.iter() {
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if gp == *other_gp {
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// If there would be a collision between blocks
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// And we are moving down
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if gp == *other_gp {
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if *trigger.event() == Movement::Down {
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// And we are moving down
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// De-activate this piece
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if *trigger.event() == Movement::Down {
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commands.entity(trigger.target()).remove::<Shape>();
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// De-activate this piece
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commands.entity(trigger.target()).remove::<Shape>();
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}
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// Regardless, cancel the move
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return;
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}
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}
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// Regardless, cancel the move
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return;
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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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}
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}
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info!("Checks passed for {position:?}, committing change");
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// Update center
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let mut gp = grid_positions.get_mut(trigger.target()).unwrap();
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*gp = new_center;
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// Update shape/rotation
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let mut s = shape.get_mut(trigger.target()).unwrap();
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*s = new_shape;
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}
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}
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// Update center
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let mut gp = grid_positions.get_mut(trigger.target()).unwrap();
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*gp = new_center;
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// Update shape/rotation
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let mut s = shape.get_mut(trigger.target()).unwrap();
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*s = new_shape;
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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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} else {
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