# state.ludic - the body, its camera, and the queue of what happened to it const chr_pi: float = 3.14159265 # the camera: an orbit round a pivot at the chest, or the eyes export function char_facts(character_st: CharacterState) -> Queue { return character_st.chr_fact_q } # a fact record no drain holds any more, made fresh (and kept) only when every one is held: a # fact can come every frame, and a record a frame is never given back function chr_fact_record(character_st: mut CharacterState) -> CharacterFact { if character_st.chr_fnext >= len(character_st.chr_ffree) { q_unheld(char_facts(character_st), character_st.chr_fpool, character_st.chr_ffree) character_st.chr_fnext = 0 } if character_st.chr_fnext < len(character_st.chr_ffree) { let f = character_st.chr_ffree[character_st.chr_fnext] character_st.chr_fnext += 1 return f } return chr_fact_more(character_st) } function chr_say(character_st: mut CharacterState, what: int, v: float) -> void { let f = chr_fact_record(character_st) f.what = what f.x = character_st.chr_x f.y = character_st.chr_y f.z = character_st.chr_z f.v = v q_push(char_facts(character_st), f) }