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https://doc.rust-lang.org/cargo/reference/manifest.html + +[dependencies] +bevy = "0.12.0" +rand = "0.8.5" +lazy_static = "1.4.0" diff --git a/assets/skin.png b/assets/skin.png new file mode 100644 index 0000000000000000000000000000000000000000..2a3d6ffa736be09335b75363c60665c6a0f56ce7 GIT binary patch literal 1249 zcmeAS@N?(olHy`uVBq!ia0y~yU}^xe8#vg2XJIEZ34_=z2tyCsZcp_l#n&vKxYg!@;omPlOl^X2)!ad7GMN_Y@Df{5T z{-dj!yEm`nTi2xUgYnU;M@wEPss7W~+|u#&!4CQN?`+@QV|3bk#$>fNTgI;3WkQ99 zlVe4h*K-`|XY^6fFg`tF@)8xRzV+2VepHD+jhuV_ujQ{RbB;31_mD|$%M{KRIG=Ni z?Ro7Z1MO2>LIXjL6^{}4T4KU)sH%LeS0kX=kU6C zrRh%Vgd{A*0vg$Fer^7L@O|FeKUbDa7wKZYtKaw8kc*|P(d}&EzJA%|g-k!@H)`*F zy8cSzP5(>Ty1GRyU-Fs7uj~5WWY#NhSg7u7mKy%)vdE{(2Y-9^X>#-2W7?Y?mw&c) zjvYhhE3Haq85yQz)>CosKfIgw?cP7z%WvMZm#Y=6C<`!J3XB%EByV>YhW{YAVDIwD zKoQOYkH}&M20djEW~^9hUj`IpFY)wsWq;1iEU0JsS}YtCp^_!85hc#~xw)x%B@E6* zsfi`2DGKG8B^e6tp1uL$jeO$3_}}U2;uunK>+K!itmXibwukS<%rEA?nAWmxWx@88 zX;Wr5UY?e=AopzLJWnU3Lm&0^*>XJH7#7Sh{PQR9`V^JqSZ}`jRsNIKWS{MJc%NIp 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zdh_rgb{`8es1k}(bziSDhOX|Jpr78J%=UQ9_Vx3%#~FMIY+bB<;LMMvDye5o-fR7< zddiwsvSw|)kr5|H3(hR6qqWGDiS%$EB7j0dilg-mAP=CBkU)>@;%GNZzPVkc-`wJr zD5>4*t=*d2C*t0iqWv(CgsnG@h5#;y1HSB`O)f}@~H2ywq6Xkd-6 z(Rq@%TRe97qwFarwOhTlgC$pCJtWb(^nB^v(p#qglS$jWpuaeH7DK%!%y{ob(QBf<=(Olv(R-qgL|=%$64gb(^S+n%C($pW-$Z{IP0Lpw pY5o)rNbeHuGiq^Dt+tkkAA2cWJ4rkRU68l{;>#V4G@|~|z;7!pp7H(). + add_state::(). + add_state::(). + insert_resource(Engine::default()). + add_systems(Startup, init_engine). + add_systems(Update, (receive_input, das_and_arr).run_if(in_state(GameloopStates::Falling))). + add_systems(FixedUpdate, gameloop). + add_systems(OnEnter(GameloopStates::AfterLocking), after_locking_routine). + add_systems(Update, draw_board); + } +} + +#[derive(Clone)] +enum LockDelayMode{ + Disabled, + Gravity, + ResetOnYChange, + ResetOnMovementLimited, + ResetOnMovement +} + +#[derive(Clone)] +struct PiecesData { + // X and Y from bottom left point (pieces[piece][rotation] = Vec of coords for Minos) + pieces: Vec>>, + // X and Y shifts for pieces (kicks[piece][rotation before spin][direction of rotation] = Vec of points for tests) + kicks: Vec>>>, + // Takes 64x64 sprite fragment with this index as Mino skin (skin_index[piece]) + skin_index: Vec, + // If spawn position is fucked, it fixes it + spawn_offsets: Vec<(isize, isize)>, + lock_delay_mode: LockDelayMode +} + +lazy_static!{ + static ref ROTATION_SYSTEMS: HashMap = { + let mut rs = HashMap::new(); + rs.insert(String::from("SRS"), PiecesData{ + pieces: vec![ + vec![ // Z + vec![(0, 2), (1, 2), (1, 1), (2, 1)], + vec![(2, 2), (2, 1), (1, 1), (1, 0)], + vec![(2, 0), (1, 0), (1, 1), (0, 1)], + vec![(0, 0), (0, 1), (1, 1), (1, 2)] + ], + vec![ // J + vec![(0, 2), (0, 1), (1, 1), (2, 1)], + vec![(2, 2), (1, 2), (1, 1), (1, 0)], + vec![(2, 0), (2, 1), (1, 1), (0, 1)], + vec![(0, 0), (1, 0), (1, 1), (1, 2)] + ], + vec![ // I + vec![(0, 2), (1, 2), (2, 2), (3, 2)], + vec![(2, 3), (2, 2), (2, 1), (2, 0)], + vec![(3, 1), (2, 1), (1, 1), (0, 1)], + vec![(1, 0), (1, 1), (1, 2), (1, 3)] + ], + vec![ // T + vec![(1, 2), (0, 1), (1, 1), (2, 1)], + vec![(2, 1), (1, 2), (1, 1), (1, 0)], + vec![(1, 0), (2, 1), (1, 1), (0, 1)], + vec![(0, 1), (1, 0), (1, 1), (1, 2)] + ], + vec![ // O + vec![(0, 0), (0, 1), (1, 1), (1, 0)], + vec![(0, 1), (1, 1), (1, 0), (0, 0)], + vec![(1, 1), (1, 0), (0, 0), (0, 1)], + vec![(1, 0), (0, 0), (0, 1), (1, 1)] + ], + vec![ // L + vec![(2, 2), (2, 1), (1, 1), (0, 1)], + vec![(2, 0), (1, 0), (1, 1), (1, 2)], + vec![(0, 0), (0, 1), (1, 1), (2, 1)], + vec![(0, 2), (1, 2), (1, 1), (1, 0)] + ], + vec![ // S + vec![(2, 2), (1, 2), (1, 1), (0, 1)], + vec![(2, 0), (2, 1), (1, 1), (1, 2)], + vec![(0, 0), (1, 0), (1, 1), (2, 1)], + vec![(0, 2), (0, 1), (1, 1), (1, 0)] + ] + ], + kicks: vec![ + vec![ // Z + vec![ + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 0 -> 90 + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 0 -> 270 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 180 + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 0 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 180 -> 270 + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 180 -> 90 + ], + vec![ + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 0 + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 180 + ] + ], + vec![ // J + vec![ + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 0 -> 90 + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 0 -> 270 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 180 + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 0 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 180 -> 270 + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 180 -> 90 + ], + vec![ + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 0 + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 180 + ] + ], + vec![ // I + vec![ + vec![( 0, 0),(-2, 0),( 1, 0),(-2,-1),( 1, 2)], // 0 -> 90 + vec![( 0, 0),(-1, 0),( 2, 0),(-1, 2),( 2,-1)], // 0 -> 270 + ], + vec![ + vec![( 0, 0),(-1, 0),( 2, 0),(-1, 2),( 2,-1)], // 90 -> 180 + vec![( 0, 0),( 2, 0),(-1, 0),( 2, 1),(-1,-2)], // 90 -> 0 + ], + vec![ + vec![( 0, 0),( 2, 0),(-1, 0),( 2, 1),(-1,-2)], // 180 -> 270 + vec![( 0, 0),( 1, 0),(-2, 0),( 1,-2),(-2, 1)], // 180 -> 90 + ], + vec![ + vec![( 0, 0),( 1, 0),(-2, 0),( 1,-2),(-2, 1)], // 270 -> 0 + vec![( 0, 0),(-2, 0),( 1, 0),(-2,-1),( 1, 2)], // 270 -> 180 + ] + ], + vec![ // T + vec![ + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 0 -> 90 + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 0 -> 270 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 180 + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 0 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 180 -> 270 + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 180 -> 90 + ], + vec![ + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 0 + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 180 + ] + ], + vec![ // O + vec![ + vec![( 0, 0)], // 0 -> 90 + vec![( 0, 0)], // 0 -> 270 + ], + vec![ + vec![( 0, 0)], // 90 -> 180 + vec![( 0, 0)], // 90 -> 0 + ], + vec![ + vec![( 0, 0)], // 180 -> 270 + vec![( 0, 0)], // 180 -> 90 + ], + vec![ + vec![( 0, 0)], // 270 -> 0 + vec![( 0, 0)], // 270 -> 180 + ] + ], + vec![ // L + vec![ + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 0 -> 90 + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 0 -> 270 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 180 + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 0 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 180 -> 270 + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 180 -> 90 + ], + vec![ + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 0 + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 180 + ] + ], + vec![ // S + vec![ + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 0 -> 90 + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 0 -> 270 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 180 + vec![( 0, 0),( 1, 0),( 1,-1),( 0, 2),( 1, 2)], // 90 -> 0 + ], + vec![ + vec![( 0, 0),( 1, 0),( 1, 1),( 0,-2),( 1,-2)], // 180 -> 270 + vec![( 0, 0),(-1, 0),(-1, 1),( 0,-2),(-1,-2)], // 180 -> 90 + ], + vec![ + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 0 + vec![( 0, 0),(-1, 0),(-1,-1),( 0, 2),(-1, 2)], // 270 -> 180 + ] + ], + ], + skin_index: vec![0, 1, 2, 3, 4, 5, 6], + spawn_offsets: vec![ + (0, 0), // Z + (0, 0), // J + (0, -1), // I + (0, 0), // T + (1, 1), // O + (0, 0), // L + (0, 0) // S + ], + lock_delay_mode: LockDelayMode::ResetOnMovementLimited + }); + rs + }; +} + +#[derive(Component, Clone, Copy)] +struct Mino{ + skin_index: usize +} + +#[derive(Clone, Copy)] +struct Piece{ + id: usize, + position: (isize, isize), + rotation: usize +} + +#[derive(Component)] +struct BoardVisual{} + +struct Board{ + width: u8, + height: u8, + buffer_height: u8, + show_grid: bool, + show_shadow: bool, + // X axis - from left to right; Y axis - from bottom to top (grid[y][x]) + grid: Vec>> +} + +impl Board{ + fn create(width: u8, height: u8, buffer_height: u8, show_grid: bool, show_shadow: bool) -> Board { + let grid: Vec>> = vec![vec![None; width as usize]; (height+buffer_height) as usize]; + Board { width: width, height: height, buffer_height: buffer_height, show_grid: show_grid, show_shadow: show_shadow, grid: grid } + } + + fn clear_full_lines(&mut self) { + let mut lines_cleared: usize = 0; + for row in 0..self.grid.len(){ + if self.grid[row-lines_cleared].iter().all(|l| l.is_some()){ + self.grid.remove(row-lines_cleared); + let empty_row: Vec> = vec![None; self.width as usize]; + self.grid.push(empty_row); + lines_cleared += 1; + } + } + } +} + +struct Handling{ + das: f32, // ms + arr: f32, // ms + sdf: f32, // gravity*sdf = soft drop + das_left: f32, // ms + arr_left: f32, // ms + sdf_active: bool, + active_left: bool, + active_right: bool, + direction: i8 // -1 - left, 1 - right, 0 - none +} + +impl Handling { + fn create(das: f32, arr: f32, sdf: f32) -> Handling{ + Handling { das: das, arr: arr, sdf: sdf, das_left: das, arr_left: arr, sdf_active:false, active_left: false, active_right: false, direction: 0} + } + + fn movement_key_pressed(&mut self, left: bool, right: bool){ + if left { + self.active_left = left; + self.direction = -1; + } + if right { + self.active_right = right; + self.direction = 1; + } + self.das_left = self.das; + } + + fn movement_key_released(&mut self, left: bool, right: bool){ + if left { + self.active_left = !left; + } + if right { + self.active_right = !right; + } + if self.active_left { + self.direction = -1; + } + if self.active_right { + self.direction = 1; + } + if !self.active_left && !self.active_right{ + self.arr_left = self.arr; + self.das_left = self.das; + self.direction = 0; + } + } + + fn movement_tick(&mut self, delta: f32) -> i8 { + if !self.active_left && !self.active_right { + return 0; + } + if self.das_left > 0.0 { + self.das_left -= delta; + if self.das_left <= 0.0 { + self.arr_left += self.das_left; + self.das_left = 0.0; + return self.direction; + }else{ + return 0; + } + }else{ + self.arr_left -= delta; + if self.arr_left <= 0.0 { + self.arr_left += self.arr; + return self.direction; + }else { + return 0; + } + } + } +} + +#[derive(Resource)] +struct Engine { + current_piece: Option, + board: Board, + handling: Handling, + rotation_system: PiecesData, + next_queue: Vec, + hold: Option, + can_hold: bool, + g: f32, + g_bucket: f32, + lock_delay: u8, + lock_delay_left: u8, + lock_delay_resets: u8, + lock_delay_resets_left: u8 +} + +impl Default for Engine { + fn default() -> Engine { + Engine { + current_piece: None, + board: Board::create(10, 20, 20, true, true), + handling: Handling::create(200.0, 33.0, 20.0), + rotation_system: ROTATION_SYSTEMS["SRS"].clone(), + next_queue: vec![], + hold: None, + can_hold: true, + g: 1.0/60.0, + g_bucket: 0.0, + lock_delay: 30, + lock_delay_left: 30, + lock_delay_resets: 15, + lock_delay_resets_left: 15 + } + } +} + +impl Engine { + fn temporary_random(&mut self){ + let piece_id = random::() % self.rotation_system.pieces.len(); + let final_position = (3+self.rotation_system.spawn_offsets[piece_id].0, 20+self.rotation_system.spawn_offsets[piece_id].1); + self.current_piece = Some(Piece { id: piece_id, position: final_position, rotation: 0 }); + if self.g >= 20.0 { self.current_piece.as_mut().unwrap().position.1 = self.lowest_point_under_current_piece() } + } + + fn lock_current_piece(&mut self) -> bool { + if self.position_is_valid((self.current_piece.as_ref().unwrap().position.0, self.current_piece.as_ref().unwrap().position.1-1), self.current_piece.as_ref().unwrap().rotation) { + return false; + } + let minos_to_write = &self.rotation_system.pieces[self.current_piece.as_ref().unwrap().id][self.current_piece.as_ref().unwrap().rotation]; + let color_index = self.rotation_system.skin_index[self.current_piece.as_ref().unwrap().id]; + for mino in minos_to_write{ + let x = (self.current_piece.as_ref().unwrap().position.0 + mino.0 as isize) as usize; + let y = (self.current_piece.as_ref().unwrap().position.1 + mino.1 as isize) as usize; + self.board.grid[y][x] = Some(Mino{ skin_index: color_index }); + } + self.current_piece = None; + return true; + } + + fn sonic_drop(&mut self) -> bool { + if !self.position_is_valid((self.current_piece.as_ref().unwrap().position.0, self.current_piece.as_ref().unwrap().position.1-1), self.current_piece.as_ref().unwrap().rotation) { + return false; + } + self.current_piece.as_mut().unwrap().position.1 = self.lowest_point_under_current_piece(); + true + } + + fn lowest_point_under_current_piece(&self) -> isize{ + let mut y = self.current_piece.as_ref().unwrap().position.1; + while self.position_is_valid((self.current_piece.as_ref().unwrap().position.0, y-1), self.current_piece.as_ref().unwrap().rotation){ + y -= 1 + } + y + } + + fn rotate_current_piece(&mut self, rotation: i8) -> bool { + let future_rotation = (self.current_piece.as_ref().unwrap().rotation as i8 + rotation) as usize % self.rotation_system.pieces[self.current_piece.as_ref().unwrap().id].len(); + let id_for_kicks: usize = if rotation == 1 { + 0 + }else{ + 1 + }; + for test in &self.rotation_system.kicks[self.current_piece.as_ref().unwrap().id][self.current_piece.as_ref().unwrap().rotation][id_for_kicks]{ + let future_position = (self.current_piece.as_ref().unwrap().position.0 + test.0 as isize, self.current_piece.as_ref().unwrap().position.1 + test.1 as isize); + if self.position_is_valid(future_position, future_rotation) { + self.current_piece.as_mut().unwrap().rotation = future_rotation; + self.current_piece.as_mut().unwrap().position = future_position; + return true; + } + } + false + } + + fn move_current_piece(&mut self, shift: (i8, i8)) -> bool { + if (shift.0 == 0 && shift.1 == 0) || self.current_piece.is_none(){ + return true; + } + let future_position = ( + self.current_piece.as_ref().unwrap().position.0 + shift.0 as isize, // future X + self.current_piece.as_ref().unwrap().position.1 + shift.1 as isize // future Y + ); + if self.position_is_valid(future_position, self.current_piece.as_ref().unwrap().rotation) { + self.current_piece.as_mut().unwrap().position = future_position; + true + }else { + false + } + } + + fn position_is_valid(&self, future_position: (isize, isize), future_rotation: usize) -> bool { + for mino in &self.rotation_system.pieces[self.current_piece.as_ref().unwrap().id][future_rotation]{ + match self.board.grid.get((future_position.1 + mino.1 as isize) as usize) { + Some(line) => match line.get((future_position.0 + mino.0 as isize) as usize) { + Some(cell) => match cell { + Some(_) => return false, + None => continue, + }, + None => return false, + }, + None => return false, + } + } + true + } +} + +#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] +enum GameStates{ + #[default] + Init, + Gameplay, + Pause, + GameOver +} + +#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] +enum GameloopStates { + #[default] + Init, + Spawn, + Falling, + AfterLocking +} + +fn init_engine( + mut commands: Commands, + mut meshes: ResMut>, + mut materials: ResMut>, + mut engine: ResMut, + mut next_state: ResMut>, +){ + commands.spawn(( + MaterialMesh2dBundle { + mesh: meshes.add(Mesh::from(shape::Quad{ size: Vec2 { x: engine.board.width as f32 * MINO_SIZE, y: engine.board.height as f32 * MINO_SIZE }, flip: false })).into(), + material: materials.add(ColorMaterial::from(Color::PURPLE)), + transform: Transform::from_xyz(0.0, 0.0, -1.0), + ..default() + }, + BoardVisual{} + )); + engine.temporary_random(); + next_state.set(GameloopStates::Falling); +} + +fn draw_board( + mut commands: Commands, + engine: Res, + all_minos: Query>, + asset_server: Res +){ + for mino in all_minos.iter() { + commands.entity(mino).despawn(); + } + let mut x: f32 = 0.0; + let mut y: f32 = 0.0; + + // draw board + for row in &engine.board.grid { + for mino in row { + match mino { + Some(mino) => { + commands.spawn(( + SpriteBundle { + transform: Transform::from_xyz( + x*MINO_SIZE-(engine.board.width as f32)/2.0*MINO_SIZE+MINO_SIZE/2.0, + y*MINO_SIZE-(engine.board.height as f32)/2.0*MINO_SIZE+MINO_SIZE/2.0, + 0.0 + ), + texture: asset_server.load("skin.png"), + sprite: Sprite { + rect: Some( + Rect{ + min: Vec2 { x: 0.0+(64.0*mino.skin_index as f32), y: 0.0 }, + max: Vec2 { x: 63.0+(64.0*mino.skin_index as f32), y: 63.0 }, + } + ), + custom_size: Some(Vec2 {x: MINO_SIZE, y: MINO_SIZE}), + ..default() + }, + ..default() + }, + *mino, + )); + } + None => {}, + }; + x += 1.0; + } + x = 0.0; + y += 1.0; + } + + //draw current piece + match engine.current_piece.as_ref() { + Some(piece) => { + x = piece.position.0 as f32; + y = piece.position.1 as f32; + for mino in &engine.rotation_system.pieces[piece.id][piece.rotation]{ + commands.spawn(( + SpriteBundle { + transform: Transform::from_xyz( + x*MINO_SIZE - (engine.board.width as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.0 as f32 * MINO_SIZE, + y*MINO_SIZE - (engine.board.height as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.1 as f32 * MINO_SIZE, + 0.0 + ), + texture: asset_server.load("skin.png"), + sprite: Sprite { + rect: Some( + Rect{ + min: Vec2 { x: 00.0+(64.0*engine.rotation_system.skin_index[piece.id] as f32), y: 00.0 }, + max: Vec2 { x: 63.0+(64.0*engine.rotation_system.skin_index[piece.id] as f32), y: 63.0 }, + } + ), + custom_size: Some(Vec2 {x: MINO_SIZE, y: MINO_SIZE}), + ..default() + }, + ..default() + }, + Mino{skin_index: engine.rotation_system.skin_index[piece.id]}, + )); + } + }, + None => {}, + } +} + +fn receive_input( + keyboard_input: Res>, + mut engine: ResMut, + mut next_state: ResMut>, +){ + if keyboard_input.any_just_pressed([KeyCode::Up, KeyCode::X]) { + engine.rotate_current_piece(1); + } + if keyboard_input.just_pressed(KeyCode::Z) { + engine.rotate_current_piece(-1); + } + if keyboard_input.just_pressed(KeyCode::Left) { + engine.move_current_piece((-1, 0)); + engine.handling.movement_key_pressed(true, false) + } + if keyboard_input.just_pressed(KeyCode::Right) { + engine.move_current_piece((1, 0)); + engine.handling.movement_key_pressed(false, true) + } + if keyboard_input.just_released(KeyCode::Left) { + engine.handling.movement_key_released(true, false) + } + if keyboard_input.just_released(KeyCode::Right) { + engine.handling.movement_key_released(false, true) + } + if keyboard_input.just_pressed(KeyCode::Down) { + engine.handling.sdf_active = true; + } + if keyboard_input.just_released(KeyCode::Down) { + engine.handling.sdf_active = false; + } + if keyboard_input.just_pressed(KeyCode::Space) { + engine.sonic_drop(); + engine.lock_current_piece(); + next_state.set(GameloopStates::AfterLocking); + } +} + +fn das_and_arr( + mut engine: ResMut, + time: Res