removes unused resources, and embedded font fix
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d2648c4560
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32044dbb6a
16 changed files with 21 additions and 140 deletions
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@ -1,12 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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FragColor = vec4(col, 1.0);
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}
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@ -1,11 +0,0 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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@ -1,17 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
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vec4 fg = original * vec4(ourColor, 1.f);
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FragColor = fg;
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}
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@ -1,17 +0,0 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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@ -1,16 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f);
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FragColor = fg;
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}
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@ -1,17 +0,0 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 17 KiB |
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Before Width: | Height: | Size: 1.9 KiB |
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@ -1,26 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform vec3 screenSize;
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uniform bool screenBurn;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25;
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vec3 scanColor = col.rgb - scanLine;
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if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) {
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if (screenBurn) {
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float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2;
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FragColor = vec4(0.0, dist, dist, 1.0);
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} else {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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FragColor = vec4(scanColor, 1.0);
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}
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}
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@ -1,11 +0,0 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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22
src/main.rs
22
src/main.rs
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@ -37,12 +37,10 @@ mod particle_system;
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use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
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use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
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mod random_table;
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mod random_table;
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mod rex_assets;
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mod rex_assets;
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#[macro_use]
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#[macro_use]
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extern crate lazy_static;
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extern crate lazy_static;
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// Embedded resources for use in wasm build
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rltk::embedded_resource!(CURSES14X16, "../resources/curses_14x16.png");
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//Consts
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//Consts
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pub const SHOW_MAPGEN: bool = false;
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pub const SHOW_MAPGEN: bool = false;
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@ -208,7 +206,12 @@ impl State {
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// Notify player, restore health up to a point.
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// Notify player, restore health up to a point.
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let player_entity = self.ecs.fetch::<Entity>();
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let player_entity = self.ecs.fetch::<Entity>();
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gamelog::Logger::new().append("You descend the stairwell, and take a moment to gather your strength.").log();
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gamelog::Logger::new()
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.append("Taking a short rest, you manage to")
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.colour((0, 255, 0))
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.append("recover some of your strength")
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.period()
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.log();
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
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let player_health = player_health_store.get_mut(*player_entity);
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let player_health = player_health_store.get_mut(*player_entity);
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if let Some(player_health) = player_health {
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if let Some(player_health) = player_health {
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@ -482,15 +485,20 @@ const DISPLAYWIDTH: i32 = 100;
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const DISPLAYHEIGHT: i32 = 56;
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const DISPLAYHEIGHT: i32 = 56;
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fn main() -> rltk::BError {
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fn main() -> rltk::BError {
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rltk::link_resource!(CURSES14X16, "../resources/curses_14x16.png");
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// Embedded resources for use in wasm build
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const CURSES_14_16_BYTES: &[u8] = include_bytes!("../resources/curses14x16.png");
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rltk::embedding::EMBED.lock().add_resource("resources/curses14x16.png".to_string(), CURSES_14_16_BYTES);
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//rltk::link_resource!(CURSES14X16, "../resources/curses_14x16.png");
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use rltk::RltkBuilder;
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use rltk::RltkBuilder;
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let context = RltkBuilder::new()
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let context = RltkBuilder::new()
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.with_title("rust-rl")
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.with_title("rust-rl")
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.with_dimensions(DISPLAYWIDTH, DISPLAYHEIGHT)
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.with_dimensions(DISPLAYWIDTH, DISPLAYHEIGHT)
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.with_fps_cap(60.0)
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.with_fps_cap(60.0)
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.with_font("curses_14x16.png", 14, 16)
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.with_font("curses14x16.png", 14, 16)
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.with_tile_dimensions(14, 16)
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.with_tile_dimensions(14, 16)
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.with_fancy_console(DISPLAYWIDTH, DISPLAYHEIGHT, "curses_14x16.png")
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.with_fancy_console(DISPLAYWIDTH, DISPLAYHEIGHT, "curses14x16.png")
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//.with_simple_console_no_bg(DISPLAYWIDTH, DISPLAYHEIGHT, "terminal8x8.jpg")
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//.with_simple_console_no_bg(DISPLAYWIDTH, DISPLAYHEIGHT, "terminal8x8.jpg")
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.build()?;
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.build()?;
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@ -801,16 +801,16 @@ function __wbg_get_imports() {
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const ret = wasm.memory;
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const ret = wasm.memory;
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return addHeapObject(ret);
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return addHeapObject(ret);
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};
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};
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imports.wbg.__wbindgen_closure_wrapper718 = function(arg0, arg1, arg2) {
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imports.wbg.__wbindgen_closure_wrapper780 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 155, __wbg_adapter_20);
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const ret = makeMutClosure(arg0, arg1, 127, __wbg_adapter_20);
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return addHeapObject(ret);
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return addHeapObject(ret);
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};
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};
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imports.wbg.__wbindgen_closure_wrapper1688 = function(arg0, arg1, arg2) {
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imports.wbg.__wbindgen_closure_wrapper1798 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 359, __wbg_adapter_23);
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const ret = makeMutClosure(arg0, arg1, 375, __wbg_adapter_23);
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return addHeapObject(ret);
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return addHeapObject(ret);
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};
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};
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imports.wbg.__wbindgen_closure_wrapper1690 = function(arg0, arg1, arg2) {
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imports.wbg.__wbindgen_closure_wrapper1800 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 359, __wbg_adapter_23);
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const ret = makeMutClosure(arg0, arg1, 375, __wbg_adapter_23);
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return addHeapObject(ret);
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return addHeapObject(ret);
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};
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};
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