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#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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extern crate quick_xml;
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extern crate sfml;
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extern crate cgmath;
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use simple_stopwatch::Stopwatch;
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use quick_xml::events::Event as xmlEvent;
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use quick_xml::Reader;
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use sfml::graphics::{
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CircleShape, Color, Drawable,
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RenderStates,
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RenderTarget, RenderWindow, Shape,
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Transformable,
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};
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use sfml::window::{Event, Key, Style};
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use std::borrow::Cow;
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use std::collections::HashMap;
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use std::str::FromStr;
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use sfml::graphics::{ Texture, Sprite, IntRect};
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use cgmath::{Vector2 };
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use std::collections::HashSet;
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fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
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let mut reader = Reader::from_file(filename).unwrap();
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reader.trim_text(true);
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let mut buf = Vec::new();
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let mut t : HashMap<String, HashMap<String, i32>> = HashMap::new();
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loop {
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match reader.read_event(&mut buf) {
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Ok(xmlEvent::Start(ref e)) => {
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match e.name() {
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b"TextureAtlas" => println!("attributes values: {:?}",
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e.attributes().map(|a| a.unwrap().value).collect::<Vec<_>>()),
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_ => (),
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}
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},
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Ok(xmlEvent::Empty(d)) => {
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let mut map_entry: HashMap<String, i32> = HashMap::new();
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//println!("{:?}", d.name());
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let mut name: String = String::new();
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for i in d.attributes() {
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let attr = i.expect("Couldn't grab attribute");
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let key = String::from_utf8_lossy(attr.key);
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if key == "name" {
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let value = match attr.value {
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Cow::Borrowed(r) => String::from_utf8_lossy(&r),
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Cow::Owned(_) => break
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};
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name = value.to_lowercase()
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} else {
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let value = match attr.value {
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Cow::Borrowed(r) => String::from_utf8_lossy(&r),
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Cow::Owned(_) => break
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};
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map_entry.insert(String::from(key), FromStr::from_str(&value[..]).expect(""));
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}
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}
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t.insert(name,map_entry);
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},
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Ok(xmlEvent::Eof) => break,
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_ => (),
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}
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// if we don't keep a borrow elsewhere, we can clear the buffer to keep memory usage low
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buf.clear();
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}
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return t;
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}
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struct Timer {
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stopwatch: Stopwatch,
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lap: f32
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}
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impl Timer {
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fn new() -> Timer {
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let started = Stopwatch::start_new();
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let mut time_now = started.ms();
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Timer {
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stopwatch: started,
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lap: time_now
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}
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}
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fn elap_time(&mut self) -> f32 {
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self.stopwatch.ms()/1000.0
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}
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fn frame_time(&mut self) -> f32 {
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let now = self.stopwatch.ms();
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let elapsed = now - self.lap;
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self.lap = now;
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return elapsed
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}
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}
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struct Player<'s> {
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head: CircleShape<'s>,
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delta: Vector2<f32>,
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pos: Vector2<f32>,
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}
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impl<'s> Player<'s> {
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pub fn impulse(&mut self, delta_v: &Vector2<f32>) {
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self.delta.x += delta_v.x;
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self.delta.y += delta_v.y;
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}
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pub fn update(&mut self, delta_t: f32) {
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self.pos.x += self.delta.x * delta_t * 1.0;
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self.pos.y += self.delta.y * delta_t * 1.0;
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self.delta *= 0.999;
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self.head.set_position((self.pos.x, self.pos.y));
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}
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pub fn new() -> Self {
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let mut delta = Vector2::new(0.0, 0.0);
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let mut pos = Vector2::new(0.0, 0.0);
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let mut head = CircleShape::new(10.0, 10);
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head.set_position((delta.x, delta.y));
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head.set_fill_color(&Color::RED);
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Self { head, delta, pos }
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}
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}
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impl<'s> Drawable for Player<'s> {
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fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
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&'a self,
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render_target: &mut RenderTarget,
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_: RenderStates<'texture, 'shader, 'shader_texture>,
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) {
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render_target.draw(&self.head);
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}
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}
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struct Input {
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held_keys: HashSet<Key>
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}
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impl Input {
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pub fn new() -> Input {
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let mut container = HashSet::new();
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Input {
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held_keys: container,
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}
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}
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pub fn is_held(&self, key: Key) -> bool{
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self.held_keys.contains(&key)
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}
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pub fn ingest(&mut self, event: &Event) {
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match event {
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Event::KeyPressed { code, .. } => {
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self.held_keys.insert(code.clone());
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}
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Event::KeyReleased { code, .. } => {
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self.held_keys.remove(code);
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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 main() {
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let spritesheet_desc = read_spritesheet(String::from("spritesheet_complete.xml"));
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let spritesheet_text = Texture::from_file("spritesheet_complete.png")
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.expect("Couldn't load texture");
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let mut sprite = Sprite::new();
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sprite.set_texture(&spritesheet_text, false);
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println!("{:?}", spritesheet_desc);
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let sprite_desc = spritesheet_desc.get("enemyflyingalt_4.png").expect("Can't load sprite");
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sprite.set_texture_rect(&IntRect::new(
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*sprite_desc.get("x").unwrap(),
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*sprite_desc.get("y").unwrap(),
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*sprite_desc.get("width").unwrap(),
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*sprite_desc.get("height").unwrap()
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));
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let mut window = RenderWindow::new(
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(500, 500),
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"Custom drawable",
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Style::CLOSE,
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&Default::default(),
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);
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let mut player = Player::new();
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let mut timer = Timer::new();
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let mut input = Input::new();
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
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let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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while window.is_open() {
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while let Some(event) = window.poll_event() {
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match event {
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Event::Closed => return,
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Event::KeyPressed { code, .. } => {
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if code == Key::Escape {
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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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input.ingest(&event)
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}
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if input.is_held(Key::W) {
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player.impulse(&Vector2::new(0.0, -1.0));
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}
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if input.is_held(Key::A) {
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player.impulse(&Vector2::new(-1.0, 0.0));
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}
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if input.is_held(Key::S) {
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player.impulse(&Vector2::new(0.0, 1.0));
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}
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if input.is_held(Key::D) {
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player.impulse(&Vector2::new(1.0, 0.0));
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}
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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while (accumulator_time - step_size) >= step_size {
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accumulator_time -= step_size;
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}
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player.update(delta_time);
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window.clear(&Color::BLACK);
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window.draw(&player);
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window.display();
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}
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}
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