Cross-platform (Windows/macOS/Linux) engine that plays the original Amiga data straight from the ADF images: - ADF (OFS/FFS), LHA and CrunchMania (CrM!/CrM2) readers - Track decoding: 24 tracks of 1024x512 16-colour planar art, height maps and lap gates on an isometric ground plane - Vehicle decoding: 8 cars, 32 headings x 25 tilt frames of 64x32 AGA sprites - Reconstructed handling, AI, race rules, menus and synthesised sound (disk 1 with the executable, palettes and audio is not in the set) - info/extract/bench/trace/render tools, format notes, CI builds
403 lines
13 KiB
Rust
403 lines
13 KiB
Rust
//! Skids: a cross-platform revival of Super Skidmarks (Acid Software, 1995).
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//!
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//! The engine reads the original Amiga data (ADF images, the LHA archives on
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//! them, or extracted files) at run time; no game assets are bundled.
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mod app;
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mod audio;
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mod data;
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mod formats;
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mod game;
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mod render;
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use app::{App, Input};
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use data::GameData;
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use minifb::{Key, KeyRepeat, Scale, ScaleMode, Window, WindowOptions};
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use render::{SCREEN_H, SCREEN_W};
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use std::path::{Path, PathBuf};
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use std::process::ExitCode;
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const USAGE: &str = "\
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skids - Super Skidmarks revival
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USAGE:
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skids [--data DIR] [--scale 1|2|4] [--mute] play
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skids info [--data DIR] list what was found in the data
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skids extract [--data DIR] --out DIR write PNGs of every track and car
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skids render [--data DIR] --out FILE.png [--track N] [--seconds S] [--players 1|2] [--menu]
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simulate a race (or the menu) and save a frame
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skids bench [--data DIR] [--seconds S] race computer cars on every track
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skids trace [--data DIR] --out FILE.png [--track N] [--seconds S]
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draw the computer cars' paths on a track
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The data directory should hold the Super Skidmarks ADF images (or the LHA
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archives from them, or extracted track/ and vehicles/ folders). It defaults to
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the current directory, then the directory the executable is in.
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CONTROLS:
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Player 1: arrow keys (or W A S D in one-player games)
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Player 2: W A S D
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P pauses, Esc leaves the race.";
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struct Args {
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cmd: String,
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data: Option<PathBuf>,
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out: Option<PathBuf>,
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scale: u32,
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mute: bool,
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track: usize,
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seconds: f32,
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players: usize,
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menu: bool,
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}
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fn parse_args() -> Result<Args, String> {
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let mut a = Args {
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cmd: "play".into(),
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data: None,
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out: None,
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scale: 2,
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mute: false,
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track: 1,
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seconds: 12.0,
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players: 1,
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menu: false,
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};
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let mut it = std::env::args().skip(1);
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while let Some(arg) = it.next() {
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let mut val = |name: &str| it.next().ok_or(format!("{name} needs a value"));
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match arg.as_str() {
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"-h" | "--help" | "help" => return Err(String::new()),
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"--data" | "-d" => a.data = Some(val("--data")?.into()),
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"--out" | "-o" => a.out = Some(val("--out")?.into()),
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"--scale" => a.scale = val("--scale")?.parse().map_err(|_| "bad --scale")?,
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"--track" => a.track = val("--track")?.parse().map_err(|_| "bad --track")?,
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"--seconds" => a.seconds = val("--seconds")?.parse().map_err(|_| "bad --seconds")?,
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"--players" => a.players = val("--players")?.parse().map_err(|_| "bad --players")?,
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"--mute" => a.mute = true,
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"--menu" => a.menu = true,
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"info" | "extract" | "render" | "bench" | "trace" | "play" => a.cmd = arg,
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other => return Err(format!("unknown argument {other}")),
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}
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}
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Ok(a)
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}
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fn find_data(explicit: Option<PathBuf>) -> PathBuf {
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if let Some(p) = explicit {
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return p;
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}
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let looks_right = |d: &Path| {
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std::fs::read_dir(d).is_ok_and(|rd| {
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rd.flatten().any(|e| {
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let n = e.file_name().to_string_lossy().to_lowercase();
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n.ends_with(".adf") || n.ends_with(".lha") || n == "track" || n == "data"
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})
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})
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};
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let mut candidates = vec![PathBuf::from(".")];
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if let Some(dir) = std::env::current_exe()
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.ok()
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.and_then(|p| p.parent().map(Path::to_path_buf))
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{
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candidates.push(dir);
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}
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candidates.push(PathBuf::from("data"));
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candidates
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.into_iter()
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.find(|d| looks_right(d))
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.unwrap_or_else(|| PathBuf::from("."))
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}
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fn main() -> ExitCode {
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let args = match parse_args() {
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Ok(a) => a,
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Err(e) => {
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if !e.is_empty() {
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eprintln!("error: {e}\n");
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}
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eprintln!("{USAGE}");
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return if e.is_empty() {
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ExitCode::SUCCESS
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} else {
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ExitCode::from(2)
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};
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}
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};
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let root = find_data(args.data.clone());
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let data = match GameData::load(&root) {
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Ok(d) => d,
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Err(e) => {
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eprintln!("{e}");
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return ExitCode::FAILURE;
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}
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};
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for w in &data.warnings {
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eprintln!("warning: {w}");
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}
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let result = match args.cmd.as_str() {
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"info" => {
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info(&data);
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Ok(())
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}
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"extract" => extract(&data, args.out.as_deref()),
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"render" => render_shot(data, &args),
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"bench" => bench(data, &args),
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"trace" => trace(data, &args),
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_ => play(data, &args),
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};
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match result {
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Ok(()) => ExitCode::SUCCESS,
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Err(e) => {
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eprintln!("error: {e}");
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ExitCode::FAILURE
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}
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}
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}
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fn info(data: &GameData) {
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println!("Tracks:");
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for (f, s) in data.track_list() {
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let tf = &data.track_files[f];
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match tf.decode(s) {
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Ok(t) => println!(" {:<10} {:>2} gates", t.name, t.gates.len()),
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Err(e) => println!(" {:<10} ERROR {e}", tf.track_name(s)),
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}
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}
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println!("Vehicles:");
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for v in &data.vehicles {
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println!(" {:<10} ({})", v.name, v.id);
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}
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}
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fn extract(data: &GameData, out: Option<&Path>) -> Result<(), String> {
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use data::{track, vehicle};
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let out = out.ok_or("extract needs --out DIR")?;
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std::fs::create_dir_all(out).map_err(|e| e.to_string())?;
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for (f, s) in data.track_list() {
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let t = data.load_track(f, s)?;
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let mut img = t.rgb();
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// Overlay the lap gates so the track data can be checked by eye.
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for g in &t.gates {
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let steps = 64;
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for i in 0..=steps {
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let k = i as f32 / steps as f32;
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let (x, y) =
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track::to_screen(g.a.0 + (g.b.0 - g.a.0) * k, g.a.1 + (g.b.1 - g.a.1) * k);
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if (0.0..track::W as f32).contains(&x) && (0.0..track::H as f32).contains(&y) {
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img[y as usize * track::W + x as usize] = 0xff2020;
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}
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}
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}
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let path = out.join(format!("{}.png", t.name.to_lowercase()));
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render::save_png(&path, track::W, track::H, &img).map_err(|e| e.to_string())?;
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println!("wrote {}", path.display());
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}
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for (vi, v) in data.vehicles.iter().enumerate() {
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// Sheet: 32 headings across, 25 tilt blocks down.
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let (w, h) = (
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vehicle::SPR_W * vehicle::HEADINGS,
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vehicle::SPR_H * vehicle::TILTS,
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);
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let pal = data::palette::car_palette(vi);
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let mut img = vec![0x203018u32; w * h];
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for tilt in 0..vehicle::TILTS {
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for hd in 0..vehicle::HEADINGS {
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let fr = v.frame(tilt, hd);
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for y in 0..vehicle::SPR_H {
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for x in 0..vehicle::SPR_W {
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let i = fr[y * vehicle::SPR_W + x];
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if i != 0 {
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img[(tilt * vehicle::SPR_H + y) * w + hd * vehicle::SPR_W + x] =
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pal[i as usize];
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}
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}
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}
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}
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}
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let path = out.join(format!("car-{}.png", v.id));
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render::save_png(&path, w, h, &img).map_err(|e| e.to_string())?;
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println!("wrote {}", path.display());
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}
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Ok(())
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}
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/// Runs a race with computer drivers in the human seats and saves the screen.
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fn render_shot(data: GameData, args: &Args) -> Result<(), String> {
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let out = args.out.clone().ok_or("render needs --out FILE.png")?;
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let mut app = App::new(data, audio::Audio::new(false));
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if args.menu {
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for _ in 0..(args.seconds / game::DT) as usize {
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app.update(&Input::default());
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}
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app.draw();
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return render::save_png(&out, SCREEN_W, SCREEN_H, &app.frame.buf)
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.map_err(|e| e.to_string());
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}
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let track = args.track.saturating_sub(1);
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let players = args.players.clamp(1, 2);
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let mut race = app.build_race(track, players, app.settings.cars, 3, 3, 7)?;
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// Let the CPU drive the human cars too.
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let mut cams = [(0.0, 0.0); 2];
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for (i, cam) in cams.iter_mut().enumerate() {
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if let Some(e) = race
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.entrants
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.iter()
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.find(|e| e.driver == game::Driver::Human(i))
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{
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*cam = e.car.screen_pos();
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}
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}
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let frames = (args.seconds / game::DT) as usize;
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let mut frame = render::Frame::new();
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for _ in 0..frames {
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let controls: Vec<_> = race
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.entrants
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.iter_mut()
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.filter(|e| matches!(e.driver, game::Driver::Human(_)))
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.map(|e| e.ai.drive(&e.car, &race.track, e.next_gate, game::DT, true))
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.collect();
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race.step(&controls);
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app::draw_race(&mut frame, &app.data, &race, &mut cams, players);
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}
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render::save_png(&out, SCREEN_W, SCREEN_H, &frame.buf).map_err(|e| e.to_string())?;
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let n = race.track.gates.len();
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for &i in &race.standings() {
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let e = &race.entrants[i];
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println!(
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"{:<10} laps {} gates {} best {:?}",
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e.name,
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e.laps_done(n),
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e.passed,
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e.best_lap
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);
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}
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println!("wrote {}", out.display());
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Ok(())
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}
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/// Races four computer cars on every track and reports how they got on:
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/// a quick health check for the track decoding and the AI.
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fn bench(data: GameData, args: &Args) -> Result<(), String> {
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let app = App::new(data, audio::Audio::new(false));
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let frames = (args.seconds / game::DT) as usize;
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println!(
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"{:<10} {:>5} {:>8} {:>9} {:>8}",
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"TRACK", "GATES", "LAPS", "BEST LAP", "ON ROAD"
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);
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for ti in 0..app.data.track_list().len() {
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let mut race = app.build_race(ti, 0, [0, 0], 4, 99, ti as u32 + 1)?;
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let (mut road, mut samples) = (0usize, 0usize);
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for _ in 0..frames {
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race.step(&[]);
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for e in &race.entrants {
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road += e.car.on_road as usize;
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samples += 1;
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}
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}
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let n = race.track.gates.len();
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let laps: Vec<String> = race
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.entrants
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.iter()
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.map(|e| e.laps_done(n).to_string())
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.collect();
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let best = race
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.entrants
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.iter()
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.filter_map(|e| e.best_lap)
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.fold(f32::MAX, f32::min);
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let best = if best == f32::MAX {
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"-".to_string()
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} else {
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app::fmt_time(best)
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};
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println!(
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"{:<10} {:>5} {:>8} {:>9} {:>7.0}%",
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race.track.name,
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n,
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laps.join(","),
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best,
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100.0 * road as f32 / samples as f32
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);
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}
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Ok(())
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}
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fn trace(data: GameData, args: &Args) -> Result<(), String> {
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use data::track;
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let out = args.out.clone().ok_or("trace needs --out FILE.png")?;
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let app = App::new(data, audio::Audio::new(false));
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let mut race = app.build_race(args.track.saturating_sub(1), 0, [0, 0], 4, 99, 1)?;
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let mut img = race.track.rgb();
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let plot = |img: &mut Vec<u32>, wx: f32, wy: f32, c: u32| {
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let (x, y) = track::to_screen(wx, wy);
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if track::on_screen(x, y, 0.0) {
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img[y as usize * track::W + x as usize] = c;
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}
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};
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for (gi, g) in race.track.gates.iter().enumerate() {
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let c = if gi == 0 { 0xffff00 } else { 0xff2020 };
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for i in 0..=64 {
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let k = i as f32 / 64.0;
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plot(
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&mut img,
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g.a.0 + (g.b.0 - g.a.0) * k,
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g.a.1 + (g.b.1 - g.a.1) * k,
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c,
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);
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}
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}
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const TRAIL: [u32; 4] = [0x00ffff, 0xff00ff, 0x40ff40, 0xffffff];
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for _ in 0..(args.seconds / game::DT) as usize {
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race.step(&[]);
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for (i, e) in race.entrants.iter().enumerate() {
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plot(&mut img, e.car.x, e.car.y, TRAIL[i % 4]);
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}
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}
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let n = race.track.gates.len();
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for e in &race.entrants {
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println!(
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"{:<8} laps {} next gate {}",
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e.name,
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e.laps_done(n),
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e.next_gate
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);
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}
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render::save_png(&out, track::W, track::H, &img).map_err(|e| e.to_string())
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}
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fn play(data: GameData, args: &Args) -> Result<(), String> {
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let scale = match args.scale {
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1 => Scale::X1,
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4 => Scale::X4,
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_ => Scale::X2,
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};
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let opts = WindowOptions {
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scale,
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resize: true,
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scale_mode: ScaleMode::AspectRatioStretch,
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..WindowOptions::default()
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};
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let mut window = Window::new("Skids - Super Skidmarks revival", SCREEN_W, SCREEN_H, opts)
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.map_err(|e| e.to_string())?;
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// PAL Amigas ran at 50 frames per second; the simulation is tied to it.
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window.set_target_fps(50);
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let mut app = App::new(data, audio::Audio::new(!args.mute));
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while window.is_open() && !app.quit {
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let input = Input {
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held: window.get_keys(),
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pressed: window
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.get_keys_pressed(KeyRepeat::Yes)
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.into_iter()
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.filter(|&k| k != Key::Unknown)
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.collect(),
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};
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app.update(&input);
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app.draw();
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window
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.update_with_buffer(&app.frame.buf, SCREEN_W, SCREEN_H)
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.map_err(|e| e.to_string())?;
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}
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Ok(())
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}
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