fix: terminal input - timeout-based held keys, press-only jump
Terminals don't send Release events for most keys, so held keys stayed active forever. Two problems: 1. W = infinite jump: Jump was in held_actions, fired every tick while held. check_on_ground returned true immediately after landing, causing auto-bounce. Fix: Jump fires only on initial Press event (jump_pressed flag), not on Repeat or held state. 2. A ignores D: When both A and D were held, both applied velocity and cancelled out. But terminal never sends Release for A, so D couldn't take over. Fix: Left/Right are mutually exclusive — most recently pressed key wins (compares last_seen timestamps). 3. Held key timeout: Keys expire after 80ms without a Repeat event, simulating Release for terminals that don't send it. 109 tests, 0 warnings, 0 failures
This commit is contained in:
+29
-23
@@ -206,44 +206,50 @@ impl Game {
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}
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pub fn handle_input(&mut self, vw: usize, vh: usize) {
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let one_shot = self.input.update();
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match one_shot {
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Action::Quit => {
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self.running = false;
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}
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Action::Paint(brush) => {
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let mat = brush.to_material();
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let cx = self.cam_x + (vw as i32 / 2);
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let cy = self.cam_y + (vh as i32 / 2);
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let r = 2;
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for dy in -r..=r {
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for dx in -r..=r {
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if dx * dx + dy * dy <= r * r + 1 {
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if let Some(m) = mat {
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self.grid.set_material(cx + dx, cy + dy, m);
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} else {
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self.grid.set(cx + dx, cy + dy, crate::world::cell::Cell::empty());
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let one_shots = self.input.update();
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for action in one_shots {
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match action {
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Action::Quit => {
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self.running = false;
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return;
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}
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Action::Paint(brush) => {
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let mat = brush.to_material();
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let cx = self.cam_x + (vw as i32 / 2);
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let cy = self.cam_y + (vh as i32 / 2);
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let r = 2;
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for dy in -r..=r {
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for dx in -r..=r {
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if dx * dx + dy * dy <= r * r + 1 {
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if let Some(m) = mat {
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self.grid.set_material(cx + dx, cy + dy, m);
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} else {
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self.grid.set(cx + dx, cy + dy, crate::world::cell::Cell::empty());
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}
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}
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}
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}
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}
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_ => {}
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}
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_ => {}
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}
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if !self.running {
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return;
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}
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// Jump: only on press, not held
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if self.input.jump_requested() {
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let on_ground = self.check_on_ground();
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self.player.jump(&mut self.entities, on_ground);
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}
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// Movement: applied every tick while held
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for action in self.input.held_actions() {
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match action {
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Action::Quit => self.running = false,
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Action::MoveLeft => self.player.move_left(&mut self.entities),
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Action::MoveRight => self.player.move_right(&mut self.entities),
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Action::Jump => {
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let on_ground = self.check_on_ground();
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self.player.jump(&mut self.entities, on_ground);
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}
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Action::MoveCameraLeft => self.cam_x -= 2,
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Action::MoveCameraRight => self.cam_x += 2,
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Action::MoveCameraUp => self.cam_y -= 2,
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+105
-58
@@ -1,5 +1,5 @@
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use crossterm::event::{self, Event, KeyCode, KeyEvent, KeyEventKind, KeyModifiers};
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use std::time::Duration;
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use std::time::{Duration, Instant};
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Action {
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@@ -30,27 +30,35 @@ pub enum MaterialBrush {
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Erase,
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}
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#[derive(Clone, Copy, PartialEq, Eq)]
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#[derive(Clone, Copy, PartialEq, Eq, Hash)]
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pub enum HeldKey {
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Left,
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Right,
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Jump,
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CamLeft,
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CamRight,
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CamUp,
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CamDown,
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}
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struct HeldState {
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last_seen: Instant,
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just_pressed: bool,
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}
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const HOLD_TIMEOUT: Duration = Duration::from_millis(80);
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pub struct InputHandler {
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pub paint_brush: MaterialBrush,
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held: Vec<HeldKey>,
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held: std::collections::HashMap<HeldKey, HeldState>,
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jump_pressed: bool,
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}
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impl InputHandler {
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pub fn new() -> Self {
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Self {
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paint_brush: MaterialBrush::Sand,
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held: Vec::new(),
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held: std::collections::HashMap::new(),
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jump_pressed: false,
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}
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}
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@@ -58,7 +66,6 @@ impl InputHandler {
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match code {
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KeyCode::Left | KeyCode::Char('a') => Some(HeldKey::Left),
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KeyCode::Right | KeyCode::Char('d') => Some(HeldKey::Right),
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KeyCode::Up | KeyCode::Char('w') | KeyCode::Char(' ') => Some(HeldKey::Jump),
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KeyCode::Char('h') => Some(HeldKey::CamLeft),
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KeyCode::Char('l') => Some(HeldKey::CamRight),
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KeyCode::Char('k') => Some(HeldKey::CamUp),
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@@ -67,24 +74,32 @@ impl InputHandler {
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}
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}
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fn hold(&mut self, key: HeldKey) {
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if !self.held.contains(&key) {
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self.held.push(key);
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}
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fn mark_held(&mut self, key: HeldKey) {
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let state = self.held.entry(key).or_insert(HeldState { last_seen: Instant::now(), just_pressed: false });
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state.last_seen = Instant::now();
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}
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fn mark_pressed(&mut self, key: HeldKey) {
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self.held.insert(key, HeldState { last_seen: Instant::now(), just_pressed: true });
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}
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fn release(&mut self, key: HeldKey) {
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self.held.retain(|&k| k != key);
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self.held.remove(&key);
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}
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pub fn is_held(&self, key: HeldKey) -> bool {
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self.held.contains(&key)
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self.held.contains_key(&key)
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}
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/// Drain all pending input events, update held key state,
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/// and return one-shot actions (quit, paint, etc).
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pub fn update(&mut self) -> Action {
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let mut one_shot = Action::None;
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/// Drain all pending input events, update held key state.
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/// Returns one-shot actions (quit, paint, jump-on-press).
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pub fn update(&mut self) -> Vec<Action> {
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let mut one_shots = Vec::new();
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self.jump_pressed = false;
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let now = Instant::now();
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// Expire stale held keys (no Repeat received within timeout)
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self.held.retain(|_, state| now.duration_since(state.last_seen) < HOLD_TIMEOUT);
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while event::poll(Duration::from_millis(0)).unwrap_or(false) {
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let ev = match event::read() {
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@@ -93,77 +108,109 @@ impl InputHandler {
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};
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if let Event::Key(KeyEvent { code, modifiers, kind, .. }) = ev {
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let is_press = kind == KeyEventKind::Press || kind == KeyEventKind::Repeat;
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let is_press = kind == KeyEventKind::Press;
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let is_repeat = kind == KeyEventKind::Repeat;
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let is_release = kind == KeyEventKind::Release;
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if modifiers.contains(KeyModifiers::CONTROL) && code == KeyCode::Char('c') {
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return Action::Quit;
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}
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if let Some(held_key) = Self::key_to_held(code) {
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if is_press {
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self.hold(held_key);
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} else if is_release {
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self.release(held_key);
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}
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one_shots.push(Action::Quit);
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continue;
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}
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// Jump: only on initial press, not repeat
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if is_press {
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match code {
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KeyCode::Char('q') => return Action::Quit,
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KeyCode::Char('1') => { self.paint_brush = MaterialBrush::Sand; one_shot = Action::Paint(MaterialBrush::Sand); }
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KeyCode::Char('2') => { self.paint_brush = MaterialBrush::Water; one_shot = Action::Paint(MaterialBrush::Water); }
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KeyCode::Char('3') => { self.paint_brush = MaterialBrush::Stone; one_shot = Action::Paint(MaterialBrush::Stone); }
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KeyCode::Char('4') => { self.paint_brush = MaterialBrush::Lava; one_shot = Action::Paint(MaterialBrush::Lava); }
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KeyCode::Char('5') => { self.paint_brush = MaterialBrush::Wood; one_shot = Action::Paint(MaterialBrush::Wood); }
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KeyCode::Char('6') => { self.paint_brush = MaterialBrush::Acid; one_shot = Action::Paint(MaterialBrush::Acid); }
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KeyCode::Char('7') => { self.paint_brush = MaterialBrush::Grass; one_shot = Action::Paint(MaterialBrush::Grass); }
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KeyCode::Char('8') => { self.paint_brush = MaterialBrush::Dirt; one_shot = Action::Paint(MaterialBrush::Dirt); }
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KeyCode::Char('9') => { self.paint_brush = MaterialBrush::Fire; one_shot = Action::Paint(MaterialBrush::Fire); }
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KeyCode::Char('0') => { self.paint_brush = MaterialBrush::Flesh; one_shot = Action::Paint(MaterialBrush::Flesh); }
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KeyCode::Char('x') => { self.paint_brush = MaterialBrush::Erase; one_shot = Action::Paint(MaterialBrush::Erase); }
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KeyCode::Up | KeyCode::Char('w') | KeyCode::Char(' ') => {
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self.jump_pressed = true;
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continue;
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}
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KeyCode::Char('q') => {
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one_shots.push(Action::Quit);
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continue;
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}
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KeyCode::Char('1') => { self.paint_brush = MaterialBrush::Sand; one_shots.push(Action::Paint(MaterialBrush::Sand)); continue; }
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KeyCode::Char('2') => { self.paint_brush = MaterialBrush::Water; one_shots.push(Action::Paint(MaterialBrush::Water)); continue; }
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KeyCode::Char('3') => { self.paint_brush = MaterialBrush::Stone; one_shots.push(Action::Paint(MaterialBrush::Stone)); continue; }
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KeyCode::Char('4') => { self.paint_brush = MaterialBrush::Lava; one_shots.push(Action::Paint(MaterialBrush::Lava)); continue; }
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KeyCode::Char('5') => { self.paint_brush = MaterialBrush::Wood; one_shots.push(Action::Paint(MaterialBrush::Wood)); continue; }
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KeyCode::Char('6') => { self.paint_brush = MaterialBrush::Acid; one_shots.push(Action::Paint(MaterialBrush::Acid)); continue; }
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KeyCode::Char('7') => { self.paint_brush = MaterialBrush::Grass; one_shots.push(Action::Paint(MaterialBrush::Grass)); continue; }
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KeyCode::Char('8') => { self.paint_brush = MaterialBrush::Dirt; one_shots.push(Action::Paint(MaterialBrush::Dirt)); continue; }
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KeyCode::Char('9') => { self.paint_brush = MaterialBrush::Fire; one_shots.push(Action::Paint(MaterialBrush::Fire)); continue; }
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KeyCode::Char('0') => { self.paint_brush = MaterialBrush::Flesh; one_shots.push(Action::Paint(MaterialBrush::Flesh)); continue; }
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KeyCode::Char('x') => { self.paint_brush = MaterialBrush::Erase; one_shots.push(Action::Paint(MaterialBrush::Erase)); continue; }
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_ => {}
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}
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}
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// Movement keys: track held state
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if let Some(held_key) = Self::key_to_held(code) {
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if is_press {
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self.mark_pressed(held_key);
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} else if is_repeat {
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self.mark_held(held_key);
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} else if is_release {
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self.release(held_key);
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}
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}
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}
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}
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one_shot
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// Clear just_pressed flags
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for state in self.held.values_mut() {
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state.just_pressed = false;
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}
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one_shots
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}
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pub fn held_actions(&self) -> Vec<Action> {
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let mut actions = Vec::new();
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if self.is_held(HeldKey::Left) {
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// Left/Right: last pressed wins if both held
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let left = self.is_held(HeldKey::Left);
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let right = self.is_held(HeldKey::Right);
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if left && !right {
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actions.push(Action::MoveLeft);
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}
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if self.is_held(HeldKey::Right) {
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} else if right && !left {
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actions.push(Action::MoveRight);
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} else if left && right {
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// Both held — check which was pressed more recently
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let left_time = self.held.get(&HeldKey::Left).map(|s| s.last_seen);
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let right_time = self.held.get(&HeldKey::Right).map(|s| s.last_seen);
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match (left_time, right_time) {
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(Some(lt), Some(rt)) => {
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if lt > rt {
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actions.push(Action::MoveLeft);
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} else {
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actions.push(Action::MoveRight);
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}
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}
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_ => {}
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}
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}
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if self.is_held(HeldKey::Jump) {
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actions.push(Action::Jump);
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}
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if self.is_held(HeldKey::CamLeft) {
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actions.push(Action::MoveCameraLeft);
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}
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if self.is_held(HeldKey::CamRight) {
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actions.push(Action::MoveCameraRight);
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}
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if self.is_held(HeldKey::CamUp) {
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actions.push(Action::MoveCameraUp);
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}
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if self.is_held(HeldKey::CamDown) {
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actions.push(Action::MoveCameraDown);
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}
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if self.is_held(HeldKey::CamLeft) { actions.push(Action::MoveCameraLeft); }
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if self.is_held(HeldKey::CamRight) { actions.push(Action::MoveCameraRight); }
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if self.is_held(HeldKey::CamUp) { actions.push(Action::MoveCameraUp); }
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if self.is_held(HeldKey::CamDown) { actions.push(Action::MoveCameraDown); }
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actions
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}
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pub fn jump_requested(&self) -> bool {
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self.jump_pressed
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}
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pub fn release_all(&mut self) {
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self.held.clear();
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self.jump_pressed = false;
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}
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pub fn poll(&mut self) -> Action {
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self.update()
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let actions = self.update();
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actions.into_iter().next().unwrap_or(Action::None)
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}
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}
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