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@ -15,7 +15,7 @@ struct Apr { |
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fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult<Mesh> { |
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let start_x: f32 = 20.0; |
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let start_y: f32 = 20.0; |
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let size: f32 = 20.0; //compile time constants for now
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let size: f32 = 4.0; //compile time constants for now
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let mut builder = MeshBuilder::new(); |
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@ -82,7 +82,7 @@ impl EventHandler for Apr { |
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fn update(&mut self, _ctx: &mut Context) -> GameResult<()> { |
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// Err(ggez::GameError::CustomError("You done messed up trying to play this game!".to_string()))
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// Update code here...
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for x in 0..self.row*self.col/5 { |
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for _x in 0..self.row*self.col { |
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let c = self.__TEST_state % self.col as usize; |
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let r = (self.__TEST_state / self.row as usize) % self.row as usize; |
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self.set_colour(r, c, (self.board[r][c] + 1) % 8)?; |
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@ -114,7 +114,7 @@ fn main() { |
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// Create an instance of your event handler.
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// Usually, you should provide it with the Context object to
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// use when setting your game up.
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let apr = Apr::new(&mut ctx, 16, 16); |
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let apr = Apr::new(&mut ctx, 128, 128); |
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// Run!
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event::run(ctx, event_loop, apr); |
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