feat: core gameplay
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631ad0c274
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87288601ca
@ -16,7 +16,13 @@ pub fn button_system (
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}
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}
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pub fn despawn_screen <T: Component> (to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
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pub fn despawn_screen <T: Component> (to_despawn: Query<Entity, With<T>>, commands: &mut Commands) {
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for entity in &to_despawn {
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commands.entity(entity).despawn_recursive();
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}
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}
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pub fn despawn_screen_move <T: Component> (to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
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for entity in &to_despawn {
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commands.entity(entity).despawn_recursive();
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}
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124
src/game.rs
124
src/game.rs
@ -1,11 +1,13 @@
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use crate::prelude::*;
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use itertools::Itertools;
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use rand::{distributions::{Distribution, WeightedIndex}, seq::IteratorRandom};
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use crate::{common::despawn_screen, prelude::*};
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#[derive(Component)]
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pub struct FieldView;
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pub fn enter (
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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@ -80,10 +82,10 @@ pub fn enter (
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let mut start = vec![0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1];
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start.shuffle(thread);
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*field = Field(start);
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*field = Field(start, 4);
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render_field(commands, asset_server, field.into());
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// render_field(commands, asset_server, field.into(), q);
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}
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pub fn update_scoreboard (score: Res<Score>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
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@ -95,30 +97,39 @@ pub fn render_field (
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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field: Res<Field>,
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mut prev_field: ResMut<PrevField>,
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q: Query<Entity, With<FieldView>>,
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) {
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for (idx, &val) in field.iter().enumerate() {
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if val > 0 {
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spawn_square_at(&mut commands, val, idx, asset_server.clone());
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if prev_field.0 != field.0 {
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despawn_screen::<FieldView>(q, &mut commands);
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for (idx, &val) in field.iter().enumerate() {
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if val > 0 {
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spawn_square_at(&mut commands, val, idx, asset_server.clone());
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}
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}
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prev_field.0 = field.0.clone();
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}
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}
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fn spawn_square_at (commands: &mut Commands, level: u32, position: usize, asset_server: AssetServer) {
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fn spawn_square_at (commands: &mut Commands, level: u8, position: usize, asset_server: AssetServer) {
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let font = asset_server.load("proxima_thin.ttf");
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let Some(&(x, y)) = sq_origins.get(position) else {
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return;
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};
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let text = 2i32.pow(level);
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let text = 2i32.pow(level as u32).to_string();
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let label = Text2dBundle {
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text: Text::from_section(text.to_string(), TextStyle {
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text: Text::from_section(text, TextStyle {
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font,
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font_size: 44.,
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color: Color::WHITE,
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}),
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transform: Transform {
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translation: Vec3::new(x, y, 0.0),
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translation: Vec3::new(x, y, 1.),
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..Default::default()
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},
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..Default::default()
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@ -150,19 +161,21 @@ pub fn process_inputs (
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score: ResMut<Score>,
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) {
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let mover = |dir: MoveDirection| move_field(dir, field, score);
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for key in kb.get_just_pressed() {
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match key {
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KeyCode::ArrowUp | KeyCode::KeyW => {
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return move_field(MoveDirection::Up, field, score);
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return mover(MoveDirection::Up);
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},
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KeyCode::ArrowDown | KeyCode::KeyS => {
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return move_field(MoveDirection::Down, field, score);
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return mover(MoveDirection::Down);
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},
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KeyCode::ArrowLeft | KeyCode::KeyA => {
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return move_field(MoveDirection::Left, field, score);
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return mover(MoveDirection::Left);
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},
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KeyCode::ArrowRight | KeyCode::KeyD => {
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return move_field(MoveDirection::Right, field, score);
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return mover(MoveDirection::Right);
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},
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_ => ()
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}
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@ -179,28 +192,89 @@ pub fn process_inputs (
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// controls (with custom actuation point)
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// https://bevy-cheatbook.github.io/input/gamepad.html#gamepad-settings
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if icgbp(GBT::DPadLeft) {
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return move_field(MoveDirection::Left, field, score);
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return mover(MoveDirection::Left);
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} else if icgbp(GBT::DPadRight) {
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return move_field(MoveDirection::Right, field, score);
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return mover(MoveDirection::Right);
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} else if icgbp(GBT::DPadUp) {
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return move_field(MoveDirection::Up, field, score);
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return mover(MoveDirection::Up);
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} else if icgbp(GBT::DPadDown) {
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return move_field(MoveDirection::Down, field, score);
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return mover(MoveDirection::Down);
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}
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}
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}
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pub fn move_field (
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fn move_field (
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direction: MoveDirection,
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field: ResMut<Field>,
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score: ResMut<Score>
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mut field: ResMut<Field>,
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mut score: ResMut<Score>,
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) {
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println!("{:?} {:?}", direction, score);
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let (new, score_incr) = calculate_move(&field.0, field.1, direction);
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if new != field.0 {
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field.0 = new;
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score.0 += score_incr;
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spawn_new_square(field);
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}
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}
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pub fn redraw_field () {
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fn calculate_move (source: &[u8], size: usize, dir: MoveDirection) -> (Vec<u8>, usize) {
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let mut score_changes = vec![];
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let mut target = vec![0; source.len()];
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let mut qs = Vec::with_capacity(size);
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for x in 0..size {
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let mut col = Vec::with_capacity(size);
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for y in 0..size {
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if dir == MoveDirection::Up || dir == MoveDirection::Down {
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col.push(y * size + x);
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} else {
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col.push(x * size + y);
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}
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}
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if dir == MoveDirection::Down || dir == MoveDirection::Right {
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col.reverse();
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}
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qs.push(col);
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}
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for q in qs {
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let mut write_cursor = 0;
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let mut cursor = 0;
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let _in = q.iter().map(|&idx| source[idx]).filter(|&e| e != 0).collect_vec();
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while let Some(&cur) = _in.get(cursor) {
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let next = _in.get(cursor + 1);
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match (cur, next) {
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(a, Some(b)) if a == *b => {
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target[q[write_cursor]] = cur + 1;
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score_changes.push(cur as usize);
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write_cursor += 1;
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cursor += 2;
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},
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_ => {
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target[q[write_cursor]] = cur;
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write_cursor += 1;
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cursor += 1;
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}
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}
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}
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}
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(target, score_changes.iter().sum())
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}
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fn spawn_new_square (mut field: ResMut<Field>) {
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let rng = &mut thread_rng();
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let Some(empty) = field.0.iter().enumerate().filter(|&(_, &val)| val == 0).map(|(idx, _)| idx).choose(rng) else { return };
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let choices = [1, 2, 3];
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let weights = [8, 4, 1];
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let Ok(index) = WeightedIndex::new(&weights) else { return };
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field.0[empty] = choices[index.sample(rng)];
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}
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@ -17,12 +17,13 @@ impl Plugin for SqPlugin {
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.insert_state(State4096::Game)
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.insert_state(InGameState::Static)
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.insert_resource(Score(0))
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.insert_resource(Field(vec![]))
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.insert_resource(Field(vec![], 0))
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.insert_resource(PrevField(vec![]))
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.add_systems(Startup, setup::setup)
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.add_systems(Update, (game::update_scoreboard, game::process_inputs).run_if(in_state(State4096::Game)))
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.add_systems(Update, (game::render_field, game::update_scoreboard, game::process_inputs).run_if(in_state(State4096::Game)))
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.add_systems(Update, (menu::actions, common::button_system).run_if(in_state(State4096::Menu)))
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.add_systems(OnEnter(State4096::Menu), menu::enter)
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.add_systems(OnExit(State4096::Menu), common::despawn_screen::<menu::Menu>)
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.add_systems(OnExit(State4096::Menu), common::despawn_screen_move::<menu::Menu>)
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.add_systems(OnEnter(State4096::Game), game::enter)
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;
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}
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@ -9,7 +9,10 @@ pub struct ScoreboardUi;
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#[derive(Resource, Deref, DerefMut)]
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pub struct Field (pub Vec<u32>);
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pub struct Field (#[deref] pub Vec<u8>, pub usize);
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#[derive(Resource, Deref, DerefMut)]
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pub struct PrevField (pub Vec<u8>);
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#[derive(Clone, Debug, PartialEq, Eq, Hash)]
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pub enum MoveDirection {
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