Better Collision Detection (Bouncy Jumps Up Hills)
* Add a debug view that draws the player bounding boxes. * Improve the collision detection to add support for: * Doodads being "Grounded" so gravity need not apply. * Walking up hills, albeit a bit "bouncily" * Harder to clip out of bounds
This commit is contained in:
parent
c3fd2e63cb
commit
d560670b7b
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@ -1,6 +1,8 @@
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package doodads
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/level"
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"git.kirsle.net/apps/doodle/render"
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)
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@ -15,6 +17,8 @@ type Doodad interface {
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Position() render.Point
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Velocity() render.Point
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Size() render.Rect
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Grounded() bool
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SetGrounded(bool)
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// Movement commands.
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MoveBy(render.Point) // Add {X,Y} to current Position.
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@ -26,89 +30,231 @@ type Doodad interface {
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// Collide describes how a collision occurred.
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type Collide struct {
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X int32
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Y int32
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W int32
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H int32
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Top bool
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TopPoint render.Point
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Left bool
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LeftPoint render.Point
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Right bool
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RightPoint render.Point
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Bottom bool
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BottomPoint render.Point
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MoveTo render.Point
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}
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// CollisionBox holds all of the coordinate pairs to draw the collision box
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// around a doodad.
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type CollisionBox struct {
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Top []render.Point
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Bottom []render.Point
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Left []render.Point
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Right []render.Point
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}
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// Side of the collision box (top, bottom, left, right)
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type Side uint8
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// Options for the Side type.
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const (
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Top Side = iota
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Bottom
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Left
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Right
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)
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// CollidesWithGrid checks if a Doodad collides with level geometry.
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func CollidesWithGrid(d Doodad, grid *render.Grid) (Collide, bool) {
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func CollidesWithGrid(d Doodad, grid *render.Grid, target render.Point) (*Collide, bool) {
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var (
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P = d.Position()
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S = d.Size()
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topLeft = P
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topRight = render.Point{
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X: P.X + S.W,
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Y: P.Y,
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}
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bottomLeft = render.Point{
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X: P.X,
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Y: P.Y + S.H,
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}
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bottomRight = render.Point{
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X: bottomLeft.X + S.W,
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Y: P.Y + S.H,
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result = &Collide{
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MoveTo: P,
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}
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)
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// Bottom edge.
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for point := range render.IterLine2(bottomLeft, bottomRight) {
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if grid.Exists(level.Pixel{
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X: point.X,
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Y: point.Y,
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}) {
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return Collide{
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Bottom: true,
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X: point.X,
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Y: point.Y,
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}, true
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// Test all of the bounding boxes for a collision with level geometry.
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if ok := result.ScanBoundingBox(GetBoundingRect(d), grid); ok {
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// We've already collided! Try to wiggle free.
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if result.Bottom {
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if !d.Grounded() {
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d.SetGrounded(true)
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} else {
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// result.Bottom = false
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}
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} else {
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d.SetGrounded(false)
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}
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if result.Top {
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P.Y++
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}
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if result.Left {
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P.X++
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}
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if result.Right {
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P.X--
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}
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}
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// Top edge.
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for point := range render.IterLine2(topLeft, topRight) {
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if grid.Exists(level.Pixel{
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X: point.X,
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Y: point.Y,
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}) {
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return Collide{
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Top: true,
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X: point.X,
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Y: point.Y,
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}, true
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// If grounded, cap our Y position.
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if d.Grounded() {
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if !result.Bottom {
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// We've fallen off a ledge.
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d.SetGrounded(false)
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} else if target.Y < P.Y {
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// We're moving upward.
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d.SetGrounded(false)
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} else {
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// Cap our downward motion to our current position.
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target.Y = P.Y
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}
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}
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for point := range render.IterLine2(topLeft, bottomLeft) {
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if grid.Exists(level.Pixel{
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X: point.X,
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Y: point.Y,
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}) {
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return Collide{
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Left: true,
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X: point.X,
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Y: point.Y,
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}, true
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// Cap our horizontal movement if we're touching walls.
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if (result.Left && target.X < P.X) || (result.Right && target.X > P.X) {
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// If the step is short enough, try and jump up.
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relPoint := P.Y + S.H
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if result.Left && target.X < P.X {
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relPoint -= result.LeftPoint.Y
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} else {
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relPoint -= result.RightPoint.Y
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}
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fmt.Printf("Touched a wall at %d pixels height (P=%s)\n", relPoint, P)
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if S.H-relPoint > S.H-8 {
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target.Y -= 12
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if target.X < P.X {
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target.X-- // push along to the left
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} else if target.X > P.X {
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target.X++ // push along to the right
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}
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} else {
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target.X = P.X
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}
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}
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for point := range render.IterLine2(topRight, bottomRight) {
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if grid.Exists(level.Pixel{
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// Trace a line from where we are to where we wanna go.
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result.MoveTo = P
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for point := range render.IterLine2(P, target) {
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if ok := result.ScanBoundingBox(render.Rect{
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X: point.X,
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Y: point.Y,
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}) {
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return Collide{
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Right: true,
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X: point.X,
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Y: point.Y,
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}, true
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W: S.W,
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H: S.H,
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}, grid); ok {
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if d.Grounded() {
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if !result.Bottom {
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d.SetGrounded(false)
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}
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} else if result.Bottom {
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d.SetGrounded(true)
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}
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}
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result.MoveTo = point
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}
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return Collide{}, false
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return result, result.IsColliding()
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}
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// IsColliding returns whether any sort of collision has occurred.
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func (c *Collide) IsColliding() bool {
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return c.Top || c.Bottom || c.Left || c.Right
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}
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// GetCollisionBox computes the full pairs of points for the collision box
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// around a doodad.
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func GetBoundingRect(d Doodad) render.Rect {
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var (
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P = d.Position()
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S = d.Size()
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)
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return render.Rect{
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X: P.X,
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Y: P.Y,
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W: S.W,
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H: S.H,
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}
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}
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func GetCollisionBox(box render.Rect) CollisionBox {
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return CollisionBox{
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Top: []render.Point{
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{
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X: box.X,
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Y: box.Y,
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},
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{
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X: box.X + box.W,
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Y: box.Y,
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},
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},
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Bottom: []render.Point{
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{
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X: box.X,
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Y: box.Y + box.H,
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},
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{
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X: box.X + box.W,
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Y: box.Y + box.H,
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},
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},
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Left: []render.Point{
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{
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X: box.X,
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Y: box.Y + 1,
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},
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{
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X: box.X,
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Y: box.Y + box.H - 1,
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},
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},
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Right: []render.Point{
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{
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X: box.X + box.W,
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Y: box.Y + 1,
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},
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{
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X: box.X + box.W,
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Y: box.Y + box.H - 1,
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},
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},
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}
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}
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// ScanBoundingBox scans all of the pixels in a bounding box on the grid and
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// returns if any of them intersect with level geometry.
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func (c *Collide) ScanBoundingBox(box render.Rect, grid *render.Grid) bool {
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col := GetCollisionBox(box)
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c.ScanGridLine(col.Top[0], col.Top[1], grid, Top)
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c.ScanGridLine(col.Bottom[0], col.Bottom[1], grid, Bottom)
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c.ScanGridLine(col.Left[0], col.Left[1], grid, Left)
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c.ScanGridLine(col.Right[0], col.Right[1], grid, Right)
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return c.IsColliding()
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}
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// ScanGridLine scans all of the pixels between p1 and p2 on the grid and tests
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// for any pixels to be set, implying a collision between level geometry and the
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// bounding boxes of the doodad.
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func (c *Collide) ScanGridLine(p1, p2 render.Point, grid *render.Grid, side Side) {
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for point := range render.IterLine2(p1, p2) {
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if grid.Exists(level.Pixel{
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X: point.X,
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Y: point.Y,
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}) {
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// A hit!
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switch side {
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case Top:
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c.Top = true
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c.TopPoint = point
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case Bottom:
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c.Bottom = true
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c.BottomPoint = point
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case Left:
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c.Left = true
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c.LeftPoint = point
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case Right:
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c.Right = true
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c.RightPoint = point
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}
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}
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}
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}
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@ -12,6 +12,7 @@ type Player struct {
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point render.Point
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velocity render.Point
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size render.Rect
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grounded bool
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}
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// NewPlayer creates the special Player Character doodad.
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@ -22,8 +23,8 @@ func NewPlayer() *Player {
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Y: 100,
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},
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size: render.Rect{
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W: 16,
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H: 16,
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W: 32,
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H: 32,
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},
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}
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}
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@ -59,9 +60,19 @@ func (p *Player) Size() render.Rect {
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return p.size
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}
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// Grounded returns if the player is grounded.
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func (p *Player) Grounded() bool {
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return p.grounded
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}
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// SetGrounded sets if the player is grounded.
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func (p *Player) SetGrounded(v bool) {
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p.grounded = v
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}
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// Draw the player sprite.
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func (p *Player) Draw(e render.Engine) {
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e.DrawRect(render.Magenta, render.Rect{
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e.DrawBox(render.Color{255, 255, 153, 255}, render.Rect{
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X: p.point.X,
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Y: p.point.Y,
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W: p.size.W,
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14
fps.go
14
fps.go
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@ -3,6 +3,7 @@ package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/doodads"
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"git.kirsle.net/apps/doodle/render"
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)
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@ -49,6 +50,19 @@ func (d *Doodle) DrawDebugOverlay() {
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}
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}
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// DrawCollisionBox draws the collision box around a Doodad.
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func (d *Doodle) DrawCollisionBox(actor doodads.Doodad) {
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var (
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rect = doodads.GetBoundingRect(actor)
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box = doodads.GetCollisionBox(rect)
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)
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d.Engine.DrawLine(render.DarkGreen, box.Top[0], box.Top[1])
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d.Engine.DrawLine(render.DarkBlue, box.Bottom[0], box.Bottom[1])
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d.Engine.DrawLine(render.DarkYellow, box.Left[0], box.Left[1])
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d.Engine.DrawLine(render.Red, box.Right[0], box.Right[1])
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}
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// TrackFPS shows the current FPS once per second.
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func (d *Doodle) TrackFPS(skipped uint32) {
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fpsFrames++
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@ -82,6 +82,9 @@ func (s *PlayScene) Draw(d *Doodle) error {
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// Draw our hero.
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s.player.Draw(d.Engine)
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// Draw out bounding boxes.
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d.DrawCollisionBox(s.player)
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return nil
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}
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@ -105,20 +108,20 @@ func (s *PlayScene) movePlayer(ev *events.State) {
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}
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// Apply gravity.
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// var onFloor bool
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info, ok := doodads.CollidesWithGrid(s.player, &s.canvas, delta)
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if ok {
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// Collision happened with world.
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}
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delta = info.MoveTo
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// Apply gravity if not grounded.
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if !s.player.Grounded() {
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delta.Y += gravity
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// Draw a ray and check for collision.
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var lastOk = s.player.Position()
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for point := range render.IterLine2(s.player.Position(), delta) {
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s.player.MoveTo(point)
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if _, ok := doodads.CollidesWithGrid(s.player, &s.canvas); ok {
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s.player.MoveTo(lastOk)
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} else {
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lastOk = s.player.Position()
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}
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}
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s.player.MoveTo(lastOk)
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s.player.MoveTo(delta)
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}
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// LoadLevel loads a level from disk.
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@ -45,6 +45,16 @@ type Color struct {
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Alpha uint8
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}
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// RGBA creates a new Color.
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func RGBA(r, g, b, a uint8) Color {
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return Color{
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Red: r,
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Green: g,
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Blue: b,
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Alpha: a,
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}
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}
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func (c Color) String() string {
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return fmt.Sprintf(
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"Color<#%02x%02x%02x>",
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@ -92,17 +102,23 @@ func (t Text) String() string {
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// Common color names.
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var (
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Invisible = Color{}
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White = Color{255, 255, 255, 255}
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Grey = Color{153, 153, 153, 255}
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Black = Color{0, 0, 0, 255}
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SkyBlue = Color{0, 153, 255, 255}
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Blue = Color{0, 0, 255, 255}
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Red = Color{255, 0, 0, 255}
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Green = Color{0, 255, 0, 255}
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Cyan = Color{0, 255, 255, 255}
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Yellow = Color{255, 255, 0, 255}
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Magenta = Color{255, 0, 255, 255}
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Pink = Color{255, 153, 255, 255}
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White = RGBA(255, 255, 255, 255)
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Grey = RGBA(153, 153, 153, 255)
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Black = RGBA(0, 0, 0, 255)
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SkyBlue = RGBA(0, 153, 255, 255)
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Blue = RGBA(0, 0, 255, 255)
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DarkBlue = RGBA(0, 0, 153, 255)
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Red = RGBA(255, 0, 0, 255)
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DarkRed = RGBA(153, 0, 0, 255)
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Green = RGBA(0, 255, 0, 255)
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DarkGreen = RGBA(0, 153, 0, 255)
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Cyan = RGBA(0, 255, 255, 255)
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DarkCyan = RGBA(0, 153, 153, 255)
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Yellow = RGBA(255, 255, 0, 255)
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DarkYellow = RGBA(153, 153, 0, 255)
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Magenta = RGBA(255, 0, 255, 255)
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Purple = RGBA(153, 0, 153, 255)
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Pink = RGBA(255, 153, 255, 255)
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)
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// IterLine is a generator that returns the X,Y coordinates to draw a line.
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@ -25,7 +25,7 @@ func (r *Renderer) DrawPoint(color render.Color, point render.Point) {
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// DrawLine draws a line between two points.
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func (r *Renderer) DrawLine(color render.Color, a, b render.Point) {
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if color != r.lastColor {
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r.renderer.SetDrawColor(color.Red, color.Blue, color.Green, color.Alpha)
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r.renderer.SetDrawColor(color.Red, color.Green, color.Blue, color.Alpha)
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}
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r.renderer.DrawLine(a.X, a.Y, b.X, b.Y)
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}
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