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Update tutorial part 3
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.vscode/settings.json

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@@ -186,6 +186,7 @@
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"imageio",
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"INCOL",
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"INROW",
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"interactable",
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"intersphinx",
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"isinstance",
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"isort",

docs/tutorial/part-01.rst

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@@ -140,7 +140,7 @@ The next step is to change state based on user input.
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Like ``tcod`` you'll need to install ``attrs`` with Pip, such as with :shell:`pip install attrs`.
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Start by adding an ``attrs`` class called ``ExampleState``.
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This a normal class with the :python:`@attrs.define(eq=False)` decorator added.
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This a normal class with the :python:`@attrs.define()` decorator added.
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This class should hold coordinates for the player.
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It should also have a ``on_draw`` method which takes :any:`tcod.console.Console` as a parameter and marks the player position on it.
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import tcod.tileset
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@attrs.define(eq=False)
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@attrs.define()
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class ExampleState:
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"""Example state with a hard-coded player position."""
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import tcod.tileset
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@attrs.define(eq=False)
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@attrs.define()
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class ExampleState:
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"""Example state with a hard-coded player position."""
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docs/tutorial/part-02.rst

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@@ -358,12 +358,12 @@ Then add the following:
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KeySym.n: (1, 1),
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}
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Create a new :python:`class InGame:` decorated with :python:`@attrs.define(eq=False)`.
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Create a new :python:`class InGame:` decorated with :python:`@attrs.define()`.
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States will always use ``g.world`` to access the ECS registry.
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.. code-block:: python
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@attrs.define(eq=False)
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@attrs.define()
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class InGame:
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"""Primary in-game state."""
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...
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}
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@attrs.define(eq=False)
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@attrs.define()
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class InGame:
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"""Primary in-game state."""
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