Started implementing colliders. Simplified structure for basic types like Camera.
This commit is contained in:
parent
a6db4d1417
commit
fb10beda75
9 changed files with 110 additions and 58 deletions
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@ -24,13 +24,11 @@ var (
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func NewPlayer() *Player {
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func NewPlayer() *Player {
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return &Player{
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return &Player{
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Sprite: &gx.Sprite{
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Sprite: &gx.Sprite{
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Object: &gx.Object{
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T: gx.Transform {
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T: gx.Transform {
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S: gx.Vector{5, 5},
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S: gx.Vector{5, 5},
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RA: gx.Vector{320, 240},
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RA: gx.Vector{320, 240},
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},
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},
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},
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Image: playerImg,
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I: playerImg,
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},
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},
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MoveSpeed: 90.,
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MoveSpeed: 90.,
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ScaleSpeed: .2,
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ScaleSpeed: .2,
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@ -39,7 +37,7 @@ func NewPlayer() *Player {
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func (p *Player) Start(e *gx.Engine) {
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func (p *Player) Start(e *gx.Engine) {
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c := e.Camera()
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c := e.Camera()
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c.Object.T.RA = gx.V(360, -240)
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c.T.RA = gx.V(360, -240)
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}
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}
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func (p *Player) Update(e *gx.Engine) error {
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func (p *Player) Update(e *gx.Engine) error {
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@ -49,51 +47,51 @@ func (p *Player) Update(e *gx.Engine) error {
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for _, v := range keys {switch v {
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for _, v := range keys {switch v {
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case ebiten.KeyArrowUp :
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case ebiten.KeyArrowUp :
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c.Object.T.P.Y += p.MoveSpeed * dt
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c.T.P.Y += p.MoveSpeed * dt
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case ebiten.KeyArrowLeft :
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case ebiten.KeyArrowLeft :
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c.Object.T.P.X -= p.MoveSpeed * dt
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c.T.P.X -= p.MoveSpeed * dt
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case ebiten.KeyArrowDown :
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case ebiten.KeyArrowDown :
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c.Object.T.P.Y -= p.MoveSpeed * dt
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c.T.P.Y -= p.MoveSpeed * dt
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case ebiten.KeyArrowRight :
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case ebiten.KeyArrowRight :
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c.Object.T.P.X += p.MoveSpeed * dt
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c.T.P.X += p.MoveSpeed * dt
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case ebiten.KeyW :
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case ebiten.KeyW :
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p.Object.T.P.Y += p.MoveSpeed * dt
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p.T.P.Y += p.MoveSpeed * dt
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case ebiten.KeyA :
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case ebiten.KeyA :
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p.Object.T.P.X -= p.MoveSpeed * dt
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p.T.P.X -= p.MoveSpeed * dt
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case ebiten.KeyS :
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case ebiten.KeyS :
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p.Object.T.P.Y -= p.MoveSpeed * dt
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p.T.P.Y -= p.MoveSpeed * dt
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case ebiten.KeyD :
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case ebiten.KeyD :
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p.Object.T.P.X += p.MoveSpeed * dt
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p.T.P.X += p.MoveSpeed * dt
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case ebiten.KeyR :
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case ebiten.KeyR :
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c.Object.T.R += gx.Pi * p.ScaleSpeed * dt
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c.T.R += gx.Pi * p.ScaleSpeed * dt
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case ebiten.KeyT :
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case ebiten.KeyT :
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c.Object.T.R -= gx.Pi * p.ScaleSpeed * dt
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c.T.R -= gx.Pi * p.ScaleSpeed * dt
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case ebiten.KeyF :
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case ebiten.KeyF :
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if e.KeyIsPressed(ebiten.KeyShift) {
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if e.KeyIsPressed(ebiten.KeyShift) {
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c.Object.T.S.X -= gx.Pi * p.ScaleSpeed * dt
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c.T.S.X -= gx.Pi * p.ScaleSpeed * dt
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} else {
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} else {
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c.Object.T.S.X += gx.Pi * p.ScaleSpeed * dt
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c.T.S.X += gx.Pi * p.ScaleSpeed * dt
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}
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}
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case ebiten.KeyG :
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case ebiten.KeyG :
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if e.KeyIsPressed(ebiten.KeyShift) {
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if e.KeyIsPressed(ebiten.KeyShift) {
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c.Object.T.S.Y -= gx.Pi * p.ScaleSpeed * dt
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c.T.S.Y -= gx.Pi * p.ScaleSpeed * dt
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} else {
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} else {
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c.Object.T.S.Y += gx.Pi * p.ScaleSpeed * dt
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c.T.S.Y += gx.Pi * p.ScaleSpeed * dt
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}
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}
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case ebiten.KeyZ :
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case ebiten.KeyZ :
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if e.KeyIsPressed(ebiten.KeyShift) {
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if e.KeyIsPressed(ebiten.KeyShift) {
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c.Object.T.RA.X -= gx.Pi * p.MoveSpeed * dt
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c.T.RA.X -= gx.Pi * p.MoveSpeed * dt
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} else {
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} else {
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c.Object.T.RA.X += gx.Pi * p.MoveSpeed * dt
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c.T.RA.X += gx.Pi * p.MoveSpeed * dt
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}
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}
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log.Println(c.Object.T.RA.X)
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log.Println(c.T.RA.X)
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case ebiten.KeyX :
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case ebiten.KeyX :
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if e.KeyIsPressed(ebiten.KeyShift) {
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if e.KeyIsPressed(ebiten.KeyShift) {
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c.Object.T.RA.Y -= gx.Pi * p.MoveSpeed * dt
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c.T.RA.Y -= gx.Pi * p.MoveSpeed * dt
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} else {
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} else {
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c.Object.T.RA.Y += gx.Pi * p.MoveSpeed * dt
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c.T.RA.Y += gx.Pi * p.MoveSpeed * dt
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}
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}
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log.Println(c.Object.T.RA.Y)
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log.Println(c.T.RA.Y)
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case ebiten.Key0 :
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case ebiten.Key0 :
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e.Del(p)
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e.Del(p)
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}}
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}}
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@ -117,6 +115,7 @@ func main() {
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Title: "Test title",
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Title: "Test title",
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Width: 720,
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Width: 720,
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Height: 480,
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Height: 480,
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VSync: true,
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})
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})
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var err error
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var err error
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@ -7,7 +7,7 @@ import (
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// Implements the camera component
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// Implements the camera component
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// for the main window.
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// for the main window.
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type Camera struct {
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type Camera struct {
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*Object
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T Transform
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}
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}
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const (
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const (
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@ -18,6 +18,8 @@ const (
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// position, scale and rotation to apply
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// position, scale and rotation to apply
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// it to the objects to get the real
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// it to the objects to get the real
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// transform to display on the screen.
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// transform to display on the screen.
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// (Should implement buffering it so we do not
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// need to calculate it each time for each object. )
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func (c *Camera)RealMatrix(
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func (c *Camera)RealMatrix(
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e *Engine,
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e *Engine,
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scale bool,
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scale bool,
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@ -27,20 +29,20 @@ func (c *Camera)RealMatrix(
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if scale {
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if scale {
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g.Scale(
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g.Scale(
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c.Object.T.S.X,
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c.T.S.X,
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c.Object.T.S.Y,
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c.T.S.Y,
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)
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)
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}
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}
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g.Translate(
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g.Translate(
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-c.Object.T.P.X,
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-c.T.P.X,
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c.Object.T.P.Y,
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c.T.P.Y,
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)
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)
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g.Rotate(-c.Object.T.R)
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g.Rotate(-c.T.R)
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g.Translate(
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g.Translate(
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c.Object.T.RA.X,
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c.T.RA.X,
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-c.Object.T.RA.Y,
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-c.T.RA.Y,
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)
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)
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return *g
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return *g
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16
src/gx/circle.go
Normal file
16
src/gx/circle.go
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@ -0,0 +1,16 @@
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package gx
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type Circle struct {
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// Position
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P Point
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// Radius
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R Float
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}
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func (c Circle) ColliderSimplify() Rect {
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return Rect{
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W: c.R * 2,
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H: c.R * 2,
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}
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}
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12
src/gx/collider-simplifier.go
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12
src/gx/collider-simplifier.go
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@ -0,0 +1,12 @@
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package gx
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// Implementing the interface lets
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// the engine to work faster about
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// collisions because it first checks
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// if the the bigger rectangles that
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// contain more complicated structure
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// do collide.
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type ColliderSimplifier interface {
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ColliderSimplify() Rect
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}
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@ -17,6 +17,7 @@ type WindowConfig struct {
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Title string
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Title string
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Width, Height int
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Width, Height int
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FixedSize bool
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FixedSize bool
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VSync bool
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}
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}
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// The main structure that represents current state of [game] engine.
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// The main structure that represents current state of [game] engine.
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@ -58,10 +59,8 @@ func New(
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*poolx.Pool[Drawer],
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*poolx.Pool[Drawer],
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](true),
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](true),
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camera: &Camera{
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camera: &Camera{
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Object: &Object{
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T: Transform{
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T: Transform{
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S: Vector{1, 1},
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S: Vector{1, 1},
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},
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},
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},
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},
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},
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behavers: poolx.New[Behaver](),
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behavers: poolx.New[Behaver](),
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@ -74,7 +73,6 @@ func (e *Engine) Add(l Layer, b any) {
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beh, ok := b.(Behaver)
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beh, ok := b.(Behaver)
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if ok {
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if ok {
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e.AddBehaver(beh)
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e.AddBehaver(beh)
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beh.Start(e)
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}
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}
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drw, ok := b.(Drawer)
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drw, ok := b.(Drawer)
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@ -116,6 +114,7 @@ func (e *Engine) AddDrawer(l Layer, d Drawer) {
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func (e *Engine) AddBehaver(b Behaver) {
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func (e *Engine) AddBehaver(b Behaver) {
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e.behavers.Append(b)
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e.behavers.Append(b)
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b.Start(e)
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}
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}
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func (e *engine) Update() error {
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func (e *engine) Update() error {
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@ -163,9 +162,10 @@ func (e *Engine) Run() error {
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ebiten.SetWindowTitle(e.wcfg.Title)
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ebiten.SetWindowTitle(e.wcfg.Title)
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ebiten.SetWindowSize(e.wcfg.Width, e.wcfg.Height)
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ebiten.SetWindowSize(e.wcfg.Width, e.wcfg.Height)
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ebiten.SetWindowSizeLimits(1, 1, e.wcfg.Width, e.wcfg.Height)
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ebiten.SetWindowSizeLimits(1, 1, e.wcfg.Width, e.wcfg.Height)
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ebiten.SetVsyncEnabled(e.wcfg.VSync)
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e.lastTime = time.Now()
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e.lastTime = time.Now()
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return ebiten.RunGame((*engine)(e))
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return ebiten.RunGame((*engine)(e))
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}
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}
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@ -1,22 +1,23 @@
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package gx
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package gx
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type Behaver interface {
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// Implementing the interface type
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// will call the function OnStart
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// when first appear on scene BEFORE
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// the OnUpdate.
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type Starter interface {
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Start(*Engine)
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Start(*Engine)
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}
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// Implementing the interface type
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// will call the function on each
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// engine iteration.
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type Updater interface {
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Update(*Engine) error
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Update(*Engine) error
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}
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}
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// The object type represents
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// The general interface for
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// basic information for interaction
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type Behaver interface {
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// with the engine.
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Starter
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type Object struct {
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Updater
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T Transform
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}
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func (o *Object) Start(e *Engine) {}
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func (o *Object) Update(e *Engine) error {
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return nil
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}
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func (o *Object) GetObject() *Object {
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return o
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}
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}
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16
src/gx/rect.go
Normal file
16
src/gx/rect.go
Normal file
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@ -0,0 +1,16 @@
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package gx
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// The type describes rectangle geometry.
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type Rect struct {
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// Position and rotate around.
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P, RA Point
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// Width and height.
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W, H Float
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// Rotation in radians.
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R Float
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}
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func (r Rect) ColliderSimplify() Rect {
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return r
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}
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@ -5,8 +5,8 @@ import (
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)
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)
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type Sprite struct {
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type Sprite struct {
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*Object
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I *Image
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*Image
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T Transform
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Floating bool
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Floating bool
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}
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}
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@ -17,7 +17,7 @@ func (s *Sprite) Draw(
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op := &ebiten.DrawImageOptions{}
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op := &ebiten.DrawImageOptions{}
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m := &Matrix{}
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m := &Matrix{}
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m.Concat(s.Object.T.Matrix(e))
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m.Concat(s.T.Matrix(e))
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if e.camera != nil {
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if e.camera != nil {
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m.Concat(e.camera.RealMatrix(
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m.Concat(e.camera.RealMatrix(
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e,
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e,
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@ -26,6 +26,6 @@ func (s *Sprite) Draw(
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}
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}
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op.GeoM = *m
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op.GeoM = *m
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i.DrawImage(s.Image, op)
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i.DrawImage(s.I, op)
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}
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}
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6
src/gx/triangle.go
Normal file
6
src/gx/triangle.go
Normal file
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@ -0,0 +1,6 @@
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package gx
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type Triangle struct {
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Points [3]Point
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}
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Reference in a new issue