mirror of
https://github.com/MaddyThorson/StrawberryBF.git
synced 2024-11-25 16:18:56 +08:00
Moved example physics stuff into the sample game
This commit is contained in:
parent
ae21809566
commit
ce099d0cc8
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@ -2,6 +2,8 @@ namespace Strawberry.Sample
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{
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{
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public class Level : Scene
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public class Level : Scene
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{
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{
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public Grid SolidGrid { get; private set; }
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public this()
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public this()
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{
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{
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Add(new Player(.(50, 50)));
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Add(new Player(.(50, 50)));
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@ -103,7 +103,7 @@ namespace Strawberry.Sample
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base.Draw();
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base.Draw();
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DrawHitbox(.Green);
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DrawHitbox(.Green);
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Game.Batcher.Tex(Assets.Textures["test"], X - 4, Y - 8);
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//Game.Batcher.Tex(Assets.Textures["test"], X - 4, Y - 8);
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}
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}
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}
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}
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}
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}
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@ -1,6 +1,6 @@
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using System;
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using System;
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namespace Strawberry
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namespace Strawberry.Sample
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{
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{
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[Reflect]
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[Reflect]
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public class Actor : Entity
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public class Actor : Entity
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@ -16,9 +16,21 @@ namespace Strawberry
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}
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}
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public Level Level => SceneAs<Level>();
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public bool Check(Level level)
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{
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return level.SolidGrid != null && Check(level.SolidGrid);
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}
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public bool Check(Level level, Point offset)
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{
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return level.SolidGrid != null && Check(level.SolidGrid, offset);
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}
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public bool GroundCheck(int distance = 1)
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public bool GroundCheck(int distance = 1)
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{
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{
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return Check<Solid>(.(0, distance)) || Check(Scene, .(0, distance)) || CheckOutside<JumpThru>(.(0, distance));
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return Check<Solid>(.(0, distance)) || Check(Level, .(0, distance)) || CheckOutside<JumpThru>(.(0, distance));
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}
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}
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public virtual bool IsRiding(Solid solid)
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public virtual bool IsRiding(Solid solid)
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@ -92,7 +104,7 @@ namespace Strawberry
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if (hit != null)
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if (hit != null)
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{
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{
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let c = Collision(
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let c = Collision(
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Point.Right * sign,
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Cardinals.FromPoint(Point.Right * sign),
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Math.Abs(amount),
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Math.Abs(amount),
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Math.Abs(amount - move),
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Math.Abs(amount - move),
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hit,
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hit,
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@ -103,10 +115,10 @@ namespace Strawberry
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return true;
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return true;
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}
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}
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if (Check(Scene, .(sign, 0)))
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if (Check(Level, .(sign, 0)))
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{
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{
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let c = Collision(
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let c = Collision(
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Point.Right * sign,
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Cardinals.FromPoint(Point.Right * sign),
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Math.Abs(amount),
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Math.Abs(amount),
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Math.Abs(amount - move),
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Math.Abs(amount - move),
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null,
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null,
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@ -141,7 +153,7 @@ namespace Strawberry
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if (hit != null)
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if (hit != null)
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{
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{
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let c = Collision(
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let c = Collision(
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Point.Right * sign,
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Cardinals.FromPoint(Point.Down * sign),
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Math.Abs(amount),
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Math.Abs(amount),
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Math.Abs(amount - move),
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Math.Abs(amount - move),
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hit,
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hit,
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@ -152,10 +164,10 @@ namespace Strawberry
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return true;
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return true;
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}
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}
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if (Check(Scene, .(0, sign)))
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if (Check(Level, .(0, sign)))
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{
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{
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let c = Collision(
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let c = Collision(
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Point.Right * sign,
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Cardinals.FromPoint(Point.Down * sign),
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Math.Abs(amount),
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Math.Abs(amount),
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Math.Abs(amount - move),
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Math.Abs(amount - move),
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null,
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null,
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@ -195,7 +207,6 @@ namespace Strawberry
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MovedByGeometry += amount;
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MovedByGeometry += amount;
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}
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}
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public bool CornerCorrection(Cardinals direction, int maxAmount, int lookAhead = 1, int onlySign = 0)
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public bool CornerCorrection(Cardinals direction, int maxAmount, int lookAhead = 1, int onlySign = 0)
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{
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{
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Point dir = direction;
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Point dir = direction;
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@ -205,9 +216,9 @@ namespace Strawberry
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delegate bool(Point) checker;
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delegate bool(Point) checker;
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if (dir == Point.Down)
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if (dir == Point.Down)
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checker = scope:: (p) => !Check(Scene, p) && !Check<Solid>(p) && !CheckOutside<JumpThru>(p);
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checker = scope:: (p) => !Check(Level, p) && !Check<Solid>(p) && !CheckOutside<JumpThru>(p);
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else
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else
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checker = scope:: (p) => !Check(Scene, p) && !Check<Solid>(p);
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checker = scope:: (p) => !Check(Level, p) && !Check<Solid>(p);
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for (int i = 1; i <= maxAmount; i++)
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for (int i = 1; i <= maxAmount; i++)
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{
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{
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@ -1,14 +1,15 @@
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namespace Strawberry
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namespace Strawberry.Sample
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{
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{
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public struct Collision
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public struct Collision
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{
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{
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public Point Direction;
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public Cardinals Direction;
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public int Magnitude;
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public int Magnitude;
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public int Completed;
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public int Completed;
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public Geometry Stopper;
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public Geometry Stopper;
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public Geometry Pusher;
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public Geometry Pusher;
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public this(Point direction, int magnitude, int completed, Geometry stopper, Geometry pusher)
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public this(Cardinals direction, int magnitude, int completed, Geometry stopper, Geometry pusher)
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{
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{
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Direction = direction;
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Direction = direction;
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Magnitude = magnitude;
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Magnitude = magnitude;
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@ -1,7 +1,7 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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namespace Strawberry
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namespace Strawberry.Sample
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{
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{
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public abstract class Geometry : Entity
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public abstract class Geometry : Entity
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{
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{
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections;
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using System;
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using System;
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namespace Strawberry
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namespace Strawberry.Sample
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{
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{
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public class JumpThru : Geometry
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public class JumpThru : Geometry
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{
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{
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@ -1,6 +1,6 @@
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using System.Collections;
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using System.Collections;
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namespace Strawberry
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namespace Strawberry.Sample
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{
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{
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public class Solid : Geometry
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public class Solid : Geometry
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{
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{
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@ -40,7 +40,7 @@ namespace Strawberry
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}
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}
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public void Add(TIndex state, delegate TIndex() enter = null, delegate TIndex() update = null, delegate TIndex() exit = null)
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public void Add(TIndex state, delegate void() enter = null, delegate TIndex() update = null, delegate void() exit = null)
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{
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{
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let s = new State();
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let s = new State();
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s.Enter = enter;
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s.Enter = enter;
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@ -63,12 +63,9 @@ namespace Strawberry
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if (to != state)
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if (to != state)
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{
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{
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NextState = to;
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NextState = to;
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if (CallExit())
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CallExit();
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return true;
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PreviousState = state;
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PreviousState = state;
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state = to;
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state = to;
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CallEnter();
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CallEnter();
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return true;
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return true;
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}
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}
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@ -76,18 +73,15 @@ namespace Strawberry
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return false;
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return false;
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}
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}
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private bool CallEnter()
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private void CallEnter()
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{
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{
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let s = states[state];
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let s = states[state];
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if (s != null && s.Enter != null)
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if (s != null && s.Enter != null)
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{
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{
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inStateCall = true;
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inStateCall = true;
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let set = s.Enter();
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s.Enter();
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inStateCall = false;
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inStateCall = false;
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return Set(set);
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}
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}
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else
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return false;
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}
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}
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private bool CallUpdate()
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private bool CallUpdate()
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@ -104,25 +98,22 @@ namespace Strawberry
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return false;
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return false;
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}
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}
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private bool CallExit()
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private void CallExit()
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{
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{
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let s = states[state];
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let s = states[state];
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if (s != null && s.Exit != null)
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if (s != null && s.Exit != null)
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{
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{
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inStateCall = true;
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inStateCall = true;
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let set = s.Exit();
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s.Exit();
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inStateCall = false;
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inStateCall = false;
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return Set(set);
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}
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}
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else
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return false;
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}
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}
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public class State
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public class State
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{
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{
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public delegate TIndex() Enter;
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public delegate void() Enter;
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public delegate TIndex() Update;
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public delegate TIndex() Update;
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public delegate TIndex() Exit;
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public delegate void() Exit;
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public ~this()
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public ~this()
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{
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{
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@ -303,16 +303,6 @@ namespace Strawberry
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return SceneHitbox.Intersects(rect);
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return SceneHitbox.Intersects(rect);
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}
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}
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public bool Check(Scene scene)
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{
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return scene.SolidGrid != null && Check(scene.SolidGrid);
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}
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public bool Check(Scene scene, Point offset)
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{
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return scene.SolidGrid != null && Check(scene.SolidGrid, offset);
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}
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public bool Check(Grid grid)
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public bool Check(Grid grid)
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{
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{
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return grid != null && grid.Check(SceneHitbox);
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return grid != null && grid.Check(SceneHitbox);
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@ -426,6 +416,12 @@ namespace Strawberry
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Game.Batcher.Rect(SceneHitbox, color);
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Game.Batcher.Rect(SceneHitbox, color);
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}
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}
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public T SceneAs<T>() where T : Scene
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{
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Runtime.Assert(Scene is T, "Scene type mismatch!");
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return Scene as T;
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}
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static public int Compare(Entity a, Entity b)
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static public int Compare(Entity a, Entity b)
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{
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{
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return a.Priority <=> b.Priority;
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return a.Priority <=> b.Priority;
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@ -6,7 +6,6 @@ namespace Strawberry
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public class Scene
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public class Scene
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{
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{
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public float TimeStarted { get; private set; }
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public float TimeStarted { get; private set; }
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public Grid SolidGrid;
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public Rect Bounds;
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public Rect Bounds;
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private List<Entity> entities;
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private List<Entity> entities;
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@ -32,9 +31,6 @@ namespace Strawberry
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public ~this()
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public ~this()
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{
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{
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if (SolidGrid != null)
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delete SolidGrid;
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for (var e in entities)
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for (var e in entities)
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if (e.DeleteOnRemove)
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if (e.DeleteOnRemove)
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delete e;
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delete e;
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@ -183,6 +179,22 @@ namespace Strawberry
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return entityTracker[typeof(T)].Count;
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return entityTracker[typeof(T)].Count;
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}
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}
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public bool Check<T>(Point point) where T : Entity
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{
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for (let e in entityTracker[typeof(T)])
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if (e.Check(point))
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return true;
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return false;
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}
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public bool Check<T>(Rect rect) where T : Entity
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{
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for (let e in entityTracker[typeof(T)])
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if (e.Check(rect))
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return true;
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return false;
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}
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public T First<T>() where T : Entity
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public T First<T>() where T : Entity
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{
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{
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for (let e in entityTracker[typeof(T)])
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for (let e in entityTracker[typeof(T)])
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@ -229,11 +241,14 @@ namespace Strawberry
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return into;
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return into;
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}
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}
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|
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// Finding Components
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/*
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Finding Components
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*/
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public int Count<T>() where T : Component
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public int Count<T>() where T : Component
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{
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{
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return componentTracker[typeof(T)].Count;
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return componentTracker[typeof(T)].Count;
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}
|
}
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|
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}
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}
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}
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}
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@ -26,6 +26,9 @@ namespace Strawberry
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return T.Parse<T>(String, true);
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return T.Parse<T>(String, true);
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}
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}
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|
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public Point Point => .(this["x"].Int, this["y"].Int);
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public Vector Vector => .(this["x"].Number, this["y"].Number);
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|
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private List<JSON> array;
|
private List<JSON> array;
|
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private Dictionary<String, JSON> children;
|
private Dictionary<String, JSON> children;
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|
|
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|
|
|
@ -16,6 +16,9 @@ namespace Strawberry
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Offset = .(offsetX, offsetY);
|
Offset = .(offsetX, offsetY);
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|
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contents = new char8[cellsX, cellsY];
|
contents = new char8[cellsX, cellsY];
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|
for (let x < CellsX)
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|
for (let y < CellsY)
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|
contents[x, y] = '0';
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}
|
}
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|
|
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public this(JSON ogmoJson)
|
public this(JSON ogmoJson)
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|
@ -68,6 +71,13 @@ namespace Strawberry
|
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}
|
}
|
||||||
}
|
}
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|
|
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public void Set(Rect r, char8 val)
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|
{
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|
for (let x < r.Width)
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|
for (let y < r.Height)
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|
contents[r.X + x, r.Y + y] = val;
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|
}
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|
|
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public int CellsX => contents.GetLength(0);
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public int CellsX => contents.GetLength(0);
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public int CellsY => contents.GetLength(1);
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public int CellsY => contents.GetLength(1);
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|
|
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|
|
|
@ -56,6 +56,7 @@ namespace Strawberry.SDL2
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int32 num = 0;
|
int32 num = 0;
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GL.glUniform1iv(platformLayer.TextureMatrixLocation, 1, &num);
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GL.glUniform1iv(platformLayer.TextureMatrixLocation, 1, &num);
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}
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}
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|
|
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GL.glDrawElements(GL.GL_TRIANGLES, b.IndicesCount, GL.GL_UNSIGNED_INT, (void*)(b.IndicesStart * sizeof(uint32)));
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GL.glDrawElements(GL.GL_TRIANGLES, b.IndicesCount, GL.GL_UNSIGNED_INT, (void*)(b.IndicesStart * sizeof(uint32)));
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}
|
}
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|
|
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|
|
|
@ -115,6 +115,21 @@ namespace Strawberry
|
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}
|
}
|
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}
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}
|
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|
|
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|
static public implicit operator Vector(Cardinals c)
|
||||||
|
{
|
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|
switch (c)
|
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|
{
|
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|
case .Right:
|
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|
return Vector.Right;
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|
case .Left:
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|
return Vector.Left;
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|
case .Up:
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|
return Vector.Up;
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|
case .Down:
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return Vector.Down;
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|
}
|
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|
}
|
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|
|
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static public Result<Cardinals> FromPoint(Point p)
|
static public Result<Cardinals> FromPoint(Point p)
|
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{
|
{
|
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if (p.X > 0 && p.Y == 0)
|
if (p.X > 0 && p.Y == 0)
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|
|
|
@ -41,6 +41,11 @@ namespace Strawberry
|
||||||
public float Length => Math.Sqrt(LengthSquared);
|
public float Length => Math.Sqrt(LengthSquared);
|
||||||
public int LengthSquared => X * X + Y * Y;
|
public int LengthSquared => X * X + Y * Y;
|
||||||
|
|
||||||
|
public Vector Normalized()
|
||||||
|
{
|
||||||
|
return ((Vector)this).Normalized();
|
||||||
|
}
|
||||||
|
|
||||||
public override void ToString(String strBuffer)
|
public override void ToString(String strBuffer)
|
||||||
{
|
{
|
||||||
strBuffer.Set("Point [ ");
|
strBuffer.Set("Point [ ");
|
||||||
|
|
|
@ -139,32 +139,32 @@ namespace Strawberry
|
||||||
|
|
||||||
static public Rect operator+(Rect a, Point b)
|
static public Rect operator+(Rect a, Point b)
|
||||||
{
|
{
|
||||||
return Rect(a.X + b.X, a.Y + b.Y, a.Width, a.Height);
|
return .(a.X + b.X, a.Y + b.Y, a.Width, a.Height);
|
||||||
}
|
}
|
||||||
|
|
||||||
static public Rect operator-(Rect a, Point b)
|
static public Rect operator-(Rect a, Point b)
|
||||||
{
|
{
|
||||||
return Rect(a.X - b.X, a.Y - b.Y, a.Width, a.Height);
|
return .(a.X - b.X, a.Y - b.Y, a.Width, a.Height);
|
||||||
}
|
}
|
||||||
|
|
||||||
static public Rect operator/(Rect a, int b)
|
static public Rect operator/(Rect a, int b)
|
||||||
{
|
{
|
||||||
return Rect(a.X / b, a.Y / b, a.Width / b, a.Height / b);
|
return .(a.X / b, a.Y / b, a.Width / b, a.Height / b);
|
||||||
}
|
}
|
||||||
|
|
||||||
static public Rect operator/(Rect a, Point b)
|
static public Rect operator/(Rect a, Point b)
|
||||||
{
|
{
|
||||||
return Rect(a.X / b.X, a.Y / b.Y, a.Width / b.X, a.Height / b.Y);
|
return .(a.X / b.X, a.Y / b.Y, a.Width / b.X, a.Height / b.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
static public Rect operator*(Rect a, int b)
|
static public Rect operator*(Rect a, int b)
|
||||||
{
|
{
|
||||||
return Rect(a.X * b, a.Y * b, a.Width * b, a.Height * b);
|
return .(a.X * b, a.Y * b, a.Width * b, a.Height * b);
|
||||||
}
|
}
|
||||||
|
|
||||||
static public Rect operator*(Rect a, Point b)
|
static public Rect operator*(Rect a, Point b)
|
||||||
{
|
{
|
||||||
return Rect(a.X * b.X, a.Y * b.Y, a.Width * b.X, a.Height * b.Y);
|
return .(a.X * b.X, a.Y * b.Y, a.Width * b.X, a.Height * b.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
static public implicit operator SDL2.SDL.Rect(Rect r)
|
static public implicit operator SDL2.SDL.Rect(Rect r)
|
||||||
|
|
|
@ -33,6 +33,11 @@ namespace Strawberry
|
||||||
return .(-Y, X);
|
return .(-Y, X);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Vector Normalized()
|
||||||
|
{
|
||||||
|
return this / Length;
|
||||||
|
}
|
||||||
|
|
||||||
public float Length => Math.Sqrt(LengthSquared);
|
public float Length => Math.Sqrt(LengthSquared);
|
||||||
public float LengthSquared => X * X + Y * Y;
|
public float LengthSquared => X * X + Y * Y;
|
||||||
|
|
||||||
|
@ -90,5 +95,19 @@ namespace Strawberry
|
||||||
{
|
{
|
||||||
return Vector(a.X / b, a.Y / b);
|
return Vector(a.X / b, a.Y / b);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static public Vector Approach(Vector value, Vector target, float maxDelta)
|
||||||
|
{
|
||||||
|
Vector diff = target - value;
|
||||||
|
if (diff.Length < maxDelta)
|
||||||
|
return target;
|
||||||
|
else
|
||||||
|
return value + diff.Normalized() * maxDelta;
|
||||||
|
}
|
||||||
|
|
||||||
|
static public void Approach(Vector* value, Vector target, float maxDelta)
|
||||||
|
{
|
||||||
|
*value = Approach(*value, target, maxDelta);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue
Block a user