drain object queues after each object
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@@ -46,7 +46,8 @@ fn bumping_a_transporter_drops_you_on_its_far_side() {
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game.run_init();
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// Walk east into the transporter: it's solid so the player doesn't step onto
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// it, but the bump queues a teleport that the next tick applies.
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// it, but the bump fires a teleport that resolves within this try_move. The
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// trailing tick just advances the transporter's idle animation.
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game.try_move(Direction::East);
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game.tick(Duration::from_secs_f64(0.1));
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