0.1.0-0-pre.3
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@@ -1,5 +1,5 @@
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# file: crates/apps/game-reflex-poc-desktop/Cargo.toml
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# version: 1
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# version: 2
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[package]
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name = "game-reflex-poc-desktop"
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@@ -11,6 +11,8 @@ authors.workspace = true
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publish.workspace = true
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[dependencies]
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engine-v1-common = { path = "../../engines/engine-v1-common" }
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engine-v1-platform-api = { path = "../../engines/engine-v1-platform-api" }
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game-reflex-poc = { path = "../../games/game-reflex-poc" }
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[lints]
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@@ -1,5 +1,5 @@
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// file: crates/apps/game-reflex-poc-desktop/src/main.rs
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// version: 1
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// version: 2
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#![warn(missing_docs)]
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#![deny(unreachable_pub)]
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@@ -7,10 +7,16 @@
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//! Desktop development runner for the Reflex POC game library.
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//!
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//! This binary is intentionally minimal until the executable SDL3 runtime is introduced.
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//! This binary exercises the platform-independent fixed-step loop. SDL3 windowing and physical input mapping are introduced in the next dedicated delta.
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fn main() {
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let state = game_reflex_poc::ReflexState::new();
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println!("Reflex POC desktop runner: score={}", state.score());
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let _monetization = engine_v1_platform_api::MonetizationCapabilities::disabled();
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let input = engine_v1_common::InputState::none().with_action(engine_v1_common::GameAction::Primary, true);
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let mut runner = engine_v1_common::FixedStepRunner::new(std::time::Duration::from_millis(16));
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let mut state = game_reflex_poc::ReflexState::new();
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for _ in 0..3 {
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runner.tick(&mut state, input);
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}
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println!("Reflex POC desktop runner: score={} frames={}", state.score(), runner.next_frame_index());
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return;
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}
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@@ -1,5 +1,5 @@
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# file: crates/apps/game-snake-poc-desktop/Cargo.toml
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# version: 1
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# version: 2
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[package]
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name = "game-snake-poc-desktop"
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@@ -11,6 +11,8 @@ authors.workspace = true
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publish.workspace = true
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[dependencies]
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engine-v1-common = { path = "../../engines/engine-v1-common" }
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engine-v1-platform-api = { path = "../../engines/engine-v1-platform-api" }
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game-snake-poc = { path = "../../games/game-snake-poc" }
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[lints]
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@@ -1,5 +1,5 @@
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// file: crates/apps/game-snake-poc-desktop/src/main.rs
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// version: 1
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// version: 2
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#![warn(missing_docs)]
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#![deny(unreachable_pub)]
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@@ -7,10 +7,16 @@
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//! Desktop development runner for the Snake POC game library.
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//!
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//! This binary is intentionally minimal until the executable SDL3 runtime is introduced.
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//! This binary exercises the platform-independent fixed-step loop. SDL3 windowing and physical input mapping are introduced in the next dedicated delta.
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fn main() {
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let state = game_snake_poc::SnakeState::new();
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println!("Snake POC desktop runner: length={}", state.length());
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let _monetization = engine_v1_platform_api::MonetizationCapabilities::disabled();
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let input = engine_v1_common::InputState::none().with_action(engine_v1_common::GameAction::Primary, true);
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let mut runner = engine_v1_common::FixedStepRunner::new(std::time::Duration::from_millis(16));
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let mut state = game_snake_poc::SnakeState::new();
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for _ in 0..3 {
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runner.tick(&mut state, input);
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}
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println!("Snake POC desktop runner: length={} frames={}", state.length(), runner.next_frame_index());
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return;
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}
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