comment out code to compile
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@ -1,4 +1,4 @@
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use std::{path::Component, time::Duration};
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use std::time::Duration;
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use sdl2::{
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event::Event,
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@ -40,8 +40,6 @@ macro_rules! impl_from_T_for_Error {
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impl_from_T_for_Error!(String, WindowBuildError, IntegerOrSdlError);
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static RANDOM_U64_COUNTER: u64 = 0;
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pub struct Entity(u64);
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pub trait Component {}
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@ -95,20 +93,6 @@ impl<'a> Context<'a> {
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system.on_add(self);
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self.systems.push(system)
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}
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pub fn query<F: Fn(u64) -> bool>(&mut self, predicate: F) -> Vec<u64> {
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let mut entities = Vec::<u64>::new();
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for entity in &mut *self.entities {
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if predicate(entity.0) {
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entities.push(entity.0)
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}
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}
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entities
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}
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pub fn has_component<T>(&mut self, entity_id: u64) -> bool {
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for (id, component) in self.components {}
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}
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}
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pub trait System {
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@ -12,9 +12,7 @@ impl<'a> Component for Player<'a> {}
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struct PlayerRenderer;
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impl System for PlayerRenderer {
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fn on_add(&self, ctx: &mut engine::Context) {
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for entity in ctx.query(|id| ) {}
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}
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fn on_add(&self, ctx: &mut engine::Context) {}
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fn on_update(&self, _ctx: &mut engine::Context) {}
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}
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@ -27,8 +25,8 @@ fn main() {
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context.add_system(Box::new(PlayerRenderer));
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context.spawn(vec![Box::new(Player { sprite: None })]);
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// let sprite = context.load_sprite("textures/player.png").unwrap();
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// context.draw_sprite(&sprite, 16, 16).unwrap();
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let sprite = context.load_sprite("textures/player.png").unwrap();
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context.draw_sprite(&sprite, 16, 16).unwrap();
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}
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game.run();
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