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Open source terminal arcade game with audio - based off of the classic "Space Invaders"
in the current game, we can hold left/right to move the spaceship. However, once we pressed the shoot button, the spaceship stopped despite of us still holding the left/right key.
How can we modify the match key_event.code logic to make it support the move and shoot simultaneously? @CleanCut
I get the following error when the invaders move "down"
thread 'main' panicked at 'index out of bounds: the len is 40 but the index is 40', src/invaders.rs:75:9
I ran cargo build && cargo build --release
and after I did cargo run
and I received this error
{ code: 2, kind: NotFound, message: "No such file or directory" }', /Users/{userName}/cargo/registry/src/github.com-1ecc6299db9ec823/rusty_audio-1.2.1/src/lib.rs:79:14
note: run with RUST_BACKTRACE=1
environment variable to display a backtrace
My cargo.toml is like this
[dependencies] crossterm = "0.20.0" rusty_audio = "1.2" rusty_time = "0.11"
Hello. When playing this game, can I rely on the stereo position of the invader by sound? I am blind and use a screenreader and wander if this game is audio-only.
If you want the sounds, but don't want to clone the repository, here are all the sounds in two different archive formats (the sound files are the same):
I tried running this using emojis instead of ascii characters, but it's causing rendering issues. In Windows terminal, when an emoji is removed from a coordinate, it leaves behind a smaller version of that emoji. In VS Code integrated terminal, it just doesn't show up in it's new spot after being moved.
The weird part is that in both of these issues only happen when the symbols are moved up, down, or left. Moving right renders correctly.
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