load collider boxes
Press any key to quit" 10 10))
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5 changed files with 858 additions and 100 deletions
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@ -1,11 +1,15 @@
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(local map-util (require "map-util.fnl"))
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;; deps
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(local levels (. (require "levels.fnl") :levels))
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(local bump (require "bump"))
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;; global vars
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(var player-art nil) ; 25x50 pixels each player is 25x25
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(var dust-sprite nil) ; 35x35 pixels
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(var walls-sprite nil)
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(var walls-batch nil)
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(var wall-quads nil)
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(local collider-debug-boxes [])
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(local bump-world (bump.newWorld 25))
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(local game-state {
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:player-pos [0 0]
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:player-dir :n ; n = north, s = south, e = east, w = west
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@ -13,40 +17,47 @@
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:world []
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})
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(fn start-level []
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;; set player position to the start of the current level
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(tset game-state :player-pos
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(. map-util :levels (. game-state :level) :player-start))
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;; set fresh world
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(let [world []]
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(each [y walls (ipairs (. map-util :levels (. game-state :level) :walls))]
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(table.insert world [])
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(each [x wall (ipairs walls)]
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(table.insert (. world y) {:revealed false :type
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(if (= wall 1) :wall :floor)
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})
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)
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)
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(tset game-state :world world)
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)
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)
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; (lambda gen-wall-colliders [x y tile-id]
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; (let [colliders (
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; (icollect [_ v (ipairs (. levels :level01 :wall-colliders)]
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; )]
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; (if (< 2 v) (* v v)))
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; )])
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; )
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(fn love.load []
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(map-util:load)
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(love.window.setMode 600 640)
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;; load world images
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(set walls-sprite (love.graphics.newImage "assets/walls.png"))
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(set walls-batch (love.graphics.newSpriteBatch walls-sprite 2500))
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;; load wall quads
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(set wall-quads [])
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(let [(h w) (: walls-sprite :getDimensions)]
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(for [i 0 19 1]
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(table.insert wall-quads (love.graphics.newQuad (* i 25) 0 25 25 h w))))
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;; load tiles
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(each [_ row (pairs (. levels :level01 :tiles))]
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(each [_ tile (pairs row)]
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(: walls-batch :add (. wall-quads (. tile :tile-id)) (. tile :x) (. tile :y))))
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(let [
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x (. tile :x)
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y (. tile :y)
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id (. tile :tile-id)
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colliders (or (. levels.level01.wall-colliders (- id 1)) [])]
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(walls-batch:add (. wall-quads id) x y)
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; (print (fennel.view colliders))
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(each [_ collider (pairs colliders)]
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(bump-world:add {: x : y} (+ x collider.x) (+ y collider.y) collider.width collider.height)
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(table.insert
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collider-debug-boxes
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{:x (+ x collider.x) :y (+ y collider.y) :width collider.width :height collider.height})
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))))
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(set player-art {
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:player-sprite (love.graphics.newImage "assets/player.png")
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@ -55,7 +66,6 @@
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})
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(set dust-sprite (love.graphics.newImage "assets/dust_001.png"))
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(start-level)
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; (print (fennel.view game-state))
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;; start a thread listening on stdin
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(: (love.thread.newThread "require('love.event')
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@ -78,84 +88,53 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start))
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(local black [0 0 0])
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(local black-half-tone [0 0 0 0.25])
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(fn draw-game-outline []
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(love.graphics.setColor (unpack black))
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(love.graphics.rectangle "line" 50 50 500 500))
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(fn draw-world []
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(love.graphics.setColor 1 1 1) ; reset color to white (no tinting)
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(love.graphics.draw walls-batch)
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)
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; (print (fennel.view game-state))
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(fn draw-player []
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(love.graphics.setColor 1 1 1) ; reset color to white (no tinting)
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(let [
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[player-x player-y] (. game-state :player-pos)
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rot (case (. game-state :player-dir)
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:n 0
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:s (* math.pi 1)
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:e (* math.pi 0.5)
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:w (* math.pi 1.5))
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; (fn draw-player []
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; (love.graphics.setColor 1 1 1) ; reset color to white (no tinting)
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; (let [ [player-x player-y] (. game-state :player-pos) ]
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; (love.graphics.draw
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; (. player-art :player-sprite)
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; (. player-art :player1-quad)
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; (+ (* 25 player-x) x-offset 25)
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; (+ (* 25 player-y) y-offset 25))))
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x-offset (case (. game-state :player-dir)
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:n 0
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:s 25
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:e 25
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:w 0)
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y-offset (case (. game-state :player-dir)
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:n 0
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:s 25
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:e 0
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:w 25)
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]
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(love.graphics.draw
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(. player-art :player-sprite)
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(. player-art :player1-quad)
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(+ (* 25 player-x) x-offset 25)
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(+ (* 25 player-y) y-offset 25))))
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(fn draw-ghost-grid []
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(love.graphics.setColor (unpack black-half-tone))
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(for [y 0 19 1]
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(for [x 0 19 1]
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(love.graphics.rectangle "line"
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(+ 50 (* x 25))
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(+ 50 (* y 25))
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25 25))))
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(fn love.draw []
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;; clear the screen and set bg to off white
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(love.graphics.clear)
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(love.graphics.setColor (unpack off-white))
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(love.graphics.rectangle "fill" 0 0 600 640)
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(draw-game-outline)
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(draw-ghost-grid)
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(draw-world)
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(draw-player)
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(love.graphics.setColor (unpack black)) ; reset color to white (no tinting)
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(each [_ collider (pairs collider-debug-boxes)]
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(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))
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)
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; (love.graphics.print "Hello from Fennel!\nPress any key to quit" 10 10))
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(fn love.keypressed [key]
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(let [
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[player-x player-y] (. game-state :player-pos)
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[next-player-x next-player-y] (case key
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:left [(- player-x 1) player-y]
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:up [player-x (- player-y 1)]
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:right [(+ player-x 1) player-y]
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:down [player-x (+ player-y 1)]
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_ [player-x player-y])
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next-cell (. game-state :world next-player-y next-player-x)
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valid-move (not= :wall (. next-cell :type))
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]
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(when valid-move
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(tset game-state :player-pos [next-player-x next-player-y]))
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(tset game-state :world next-player-y next-player-x :revealed true)
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(case key
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:left (tset game-state :player-dir :w)
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:up (tset game-state :player-dir :n)
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:right (tset game-state :player-dir :e)
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:down (tset game-state :player-dir :s)))
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nil
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; (let [
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; [player-x player-y] (. game-state :player-pos)
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; [next-player-x next-player-y] (case key
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; :left [(- player-x 1) player-y]
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; :up [player-x (- player-y 1)]
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; :right [(+ player-x 1) player-y]
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; :down [player-x (+ player-y 1)]
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; _ [player-x player-y])
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; next-cell (. game-state :world next-player-y next-player-x)
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; valid-move (not= :wall (. next-cell :type))
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; ]
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; (when valid-move
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; (tset game-state :player-pos [next-player-x next-player-y]))
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; (tset game-state :world next-player-y next-player-x :revealed true)
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; (case key
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; :left (tset game-state :player-dir :w)
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; :up (tset game-state :player-dir :n)
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; :right (tset game-state :player-dir :e)
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; :down (tset game-state :player-dir :s)))
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)
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