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outline the two checks from the if
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@ -141,56 +141,56 @@ extern "C" fn main() -> ! {
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if keys.up() {
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let new_p = Position { x: player.x, y: player.y - 1 };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if new_r
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let terrain_clear = new_r
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.iter_tiles()
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
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let enemy_clear = enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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});
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if terrain_clear && enemy_clear {
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*player = new_p;
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}
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}
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if keys.down() {
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let new_p = Position { x: player.x, y: player.y + 1 };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if new_r
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let terrain_clear = new_r
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.iter_tiles()
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
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let enemy_clear = enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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});
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if terrain_clear && enemy_clear {
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*player = new_p;
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}
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}
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if keys.left() {
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let new_p = Position { x: player.x - 1, y: player.y };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if new_r
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let terrain_clear = new_r
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.iter_tiles()
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
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let enemy_clear = enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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});
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if terrain_clear && enemy_clear {
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*player = new_p;
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}
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}
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if keys.right() {
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let new_p = Position { x: player.x + 1, y: player.y };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if new_r
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let terrain_clear = new_r
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.iter_tiles()
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
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let enemy_clear = enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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});
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if terrain_clear && enemy_clear {
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*player = new_p;
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}
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}
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