[oden][game] Multiple screens, logging, pre/post, bluescreen
Better blue screens and also logging and whatnot
This commit is contained in:
parent
95d626c15f
commit
93d4e3eb91
8 changed files with 1201 additions and 244 deletions
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@ -2,7 +2,8 @@ import { load_texture } from "./assets";
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import { btn, Button } from "./input";
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import { Vec2, new_v2, vadd, vsub, vnorm, vmul } from "./vector";
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import { color, stroke, circle, spr, use_texture, Texture } from "./graphics";
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import { has_collision, Level } from "./level";
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import { has_collision, Level, World } from "./level";
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import { log } from "./log";
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export interface ActorProps {
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id: string;
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@ -50,7 +51,15 @@ export class Actor {
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this.props = props;
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}
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update() {}
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pre_update(_world: World) {}
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post_update(_world: World) {}
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update(world: World) {
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this.pre_update(world);
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this.update_physics(world.current_level);
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this.post_update(world);
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}
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// IDEAS: Make gameplay logic at 30fps and render updates at 60fps? Does
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// this mean we do some "update" in render?
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@ -159,7 +168,7 @@ export class Robo extends Actor {
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});
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}
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update() {
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pre_update() {
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// Acceleration from input
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let a = new_v2(0);
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if (btn(Button.Up)) {
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@ -178,6 +187,50 @@ export class Robo extends Actor {
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this.props.velocity = vadd(this.props.velocity, vmul(a, 0.07));
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}
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post_update(world: World) {
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const level = world.current_level;
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const props = this.props;
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const w = level.cw - 1;
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const h = level.ch - 1;
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log("robo position", "cx", props.cx, "cy", props.cy, "w", w, "h", h);
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let next_level = null;
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if (props.cx > w || (props.cx == w && props.xr > 0.8)) {
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const iid = level.neighbors.e;
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next_level = iid && world.level_map.get(iid);
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if (next_level) {
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props.cx = 0;
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props.xr = 0.2;
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}
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} else if (props.cy > h || (props.cy == h && props.yr > 0.8)) {
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const iid = level.neighbors.s;
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next_level = iid && world.level_map.get(iid);
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if (next_level) {
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props.cy = 0;
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props.yr = 0.2;
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}
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} else if (props.cx < 0 || (props.cx == 0 && props.xr < 0.2)) {
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const iid = level.neighbors.w;
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next_level = iid && world.level_map.get(iid);
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if (next_level) {
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props.cx = next_level.cw - 1;
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props.xr = 0.8;
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}
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} else if (props.cy < 0 || (props.cy == 0 && props.yr < 0.2)) {
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const iid = level.neighbors.n;
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next_level = iid && world.level_map.get(iid);
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if (next_level) {
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props.cy = next_level.ch - 1;
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props.yr = 0.8;
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}
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}
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if (next_level) {
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log("vwoop", next_level.iid);
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world.current_level = next_level; // Yikes.
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}
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}
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draw(clock: number) {
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if (this.bot_sprite != undefined) {
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use_texture(this.bot_sprite);
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@ -2,8 +2,9 @@
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// javascript. Dealing with the level code is really nice in javascript
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// but there's a bunch of weird stuff that really feels lower level.
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import { load_texture } from "./assets";
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import { Texture, print, spr, use_texture } from "./graphics";
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import { Texture, spr, use_texture } from "./graphics";
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import { load_string } from "./io";
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import { log } from "./log";
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// TODO: Use io-ts? YIKES.
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@ -43,6 +44,7 @@ export interface EntityLayer {
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}
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export interface Level {
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iid: string;
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world_x: number;
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world_y: number;
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width: number;
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@ -52,11 +54,19 @@ export interface Level {
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tile_layers: TileLayer[];
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entities: Entity[];
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values: { [key: string]: number[] };
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neighbors: {
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n: string | null;
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s: string | null;
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e: string | null;
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w: string | null;
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};
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}
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export interface World {
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levels: Level[];
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level_map: Map<string, Level>;
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tilesets: Map<number, TileSet>;
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current_level: Level;
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}
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interface LDTKTilesetDef {
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@ -78,7 +88,15 @@ async function load_tileset(def: LDTKTilesetDef): Promise<TileSet> {
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tags.set(et.enumValueId, et.tileIds);
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}
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print("Loaded tileset", def.uid, "from", relPath, "as ID", texture.id());
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log(
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"map_load",
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"Loaded tileset",
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def.uid,
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"from",
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relPath,
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"as ID",
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texture.id()
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);
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return { id: def.uid, texture, tags };
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}
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@ -179,15 +197,18 @@ function is_intgrid_layer_instance(
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}
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type LDTKLevel = {
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iid: string;
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worldX: number;
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worldY: number;
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pxWid: number;
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pxHei: number;
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layerInstances: LDTKLayerInstance[];
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__neighbours: { levelIid: string; dir: "n" | "s" | "e" | "w" }[];
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};
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function load_level(tile_sets: Map<number, TileSet>, def: LDTKLevel): Level {
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const result: Level = {
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iid: def.iid,
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world_x: def.worldX,
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world_y: def.worldY,
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width: def.pxWid,
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@ -197,6 +218,7 @@ function load_level(tile_sets: Map<number, TileSet>, def: LDTKLevel): Level {
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tile_layers: [],
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entities: [],
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values: {},
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neighbors: { n: null, s: null, e: null, w: null },
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};
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for (const li of def.layerInstances) {
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@ -220,6 +242,18 @@ function load_level(tile_sets: Map<number, TileSet>, def: LDTKLevel): Level {
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}
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result.tile_layers = result.tile_layers.reverse();
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const neighbors = result.neighbors;
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for (const n of def.__neighbours) {
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if (n.dir == "n") {
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neighbors.n = n.levelIid;
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} else if (n.dir == "s") {
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neighbors.s = n.levelIid;
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} else if (n.dir == "e") {
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neighbors.e = n.levelIid;
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} else if (n.dir == "w") {
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neighbors.w = n.levelIid;
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}
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}
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return result;
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}
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@ -255,7 +289,7 @@ function is_ldtk_map(map: unknown): map is LDTKMap {
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}
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export async function load_world(path: string): Promise<World> {
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print("Loading map:", path);
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log("map_load", "Loading map:", path);
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const blob = await load_string(path);
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const map = JSON.parse(blob);
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@ -274,7 +308,17 @@ export async function load_world(path: string): Promise<World> {
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}
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const levels = map.levels.map((l: any) => load_level(tilesets, l));
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return { levels, tilesets };
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const level_map = new Map();
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for (const level of levels) {
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level_map.set(level.iid, level);
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}
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const current_level = levels.find((l) => l.world_x == 0 && l.world_y == 0);
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if (!current_level) {
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throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
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}
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return { levels, level_map, tilesets, current_level };
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}
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export function has_collision(level: Level, cx: number, cy: number): boolean {
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30
game/log.ts
30
game/log.ts
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@ -1,17 +1,35 @@
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import { color, print } from "./graphics";
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const lines: string[] = [];
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interface LogEntry {
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frame_age: number;
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line: string;
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}
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export function log(...args: unknown[]) {
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// const line = args.join(" ");
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lines.push(args.join(" "));
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const lines: Map<string, LogEntry> = new Map();
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export function log(key: string, ...args: unknown[]) {
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const entry = {
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frame_age: 60,
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line: key + " " + args.join(" "),
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};
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lines.set(key, entry);
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}
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export function draw_log() {
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color(1, 1, 1, 1);
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let line_y = 3;
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for (const line of lines) {
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print(3, line_y, line);
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const keys = [...lines.keys()].sort();
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for (const key of keys) {
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const entry = lines.get(key);
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if (entry) {
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// Life is too short for me to convince typescript.
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print(3, line_y, entry.line);
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line_y += 8;
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entry.frame_age -= 1;
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if (entry.frame_age <= 0) {
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lines.delete(key);
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}
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}
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}
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}
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26
game/main.ts
26
game/main.ts
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@ -1,7 +1,7 @@
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import { cls, get_dimensions, scale } from "./graphics";
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import { since_start } from "./time";
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import { new_v2 } from "./vector";
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import { load_world, World, Level, draw_level } from "./level";
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import { load_world, World, draw_level } from "./level";
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import {
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Actor,
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ActorProps,
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@ -16,7 +16,6 @@ import { log, draw_log } from "./log";
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let clock = 0;
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let world: World | undefined = undefined;
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let level: Level | undefined = undefined;
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let actors: Actor[] = [];
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// Note zelda overworld is 16x8 screens
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@ -26,14 +25,11 @@ let actors: Actor[] = [];
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function start_load_assets() {
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// Start this load, but then...
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load_world("./overworld.ldtk").then((w) => {
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log("World loaded at", since_start());
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log("world loaded at", since_start());
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world = w;
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// Assume we start at 0,0
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level = world.levels.find((l) => l.world_x == 0 && l.world_y == 0);
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if (!level) {
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throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
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}
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const level = world.current_level;
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// TODO: SPAWN ACTORS BASED ON LEVEL.
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actors.length = 0;
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@ -63,7 +59,7 @@ interface Snapshot {
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}
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export function suspend(): Snapshot {
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log("Suspend! ", actors.length, "actors");
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log("suspend_status", "Suspend ", actors.length, "actors");
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return {
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clock,
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actors: actors.map((a) => {
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@ -76,23 +72,19 @@ export function resume(snapshot: Snapshot | undefined) {
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if (snapshot) {
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clock = snapshot.clock || 0;
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actors = snapshot.actors.map((s) => spawn_actor(s.type, s.props));
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log("Resume! ", actors.length, "actors");
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log("resume_status", "Resume ", actors.length, "actors");
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}
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}
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export function update() {
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if (!level) {
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if (!world) {
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return;
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}
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clock = (clock + 1) % 20160;
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for (const actor of actors) {
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actor.update();
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}
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for (const actor of actors) {
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actor.update_physics(level);
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actor.update(world);
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}
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// TODO: Bonks
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@ -109,8 +101,8 @@ export function draw() {
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);
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scale(s);
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if (level != undefined) {
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draw_level(level, 0, 0);
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if (world != undefined) {
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draw_level(world.current_level, 0, 0);
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}
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for (const actor of actors) {
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Binary file not shown.
1226
game/overworld.ldtk
1226
game/overworld.ldtk
File diff suppressed because it is too large
Load diff
Binary file not shown.
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Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 2.6 KiB |
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@ -1,7 +1,7 @@
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use notify::{RecommendedWatcher, RecursiveMode, Watcher};
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use oden_js::{
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module::loader::{ModuleLoader, ModuleSource},
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Context, ContextRef, Result, Runtime, Value,
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Context, ContextRef, RejectedPromiseTracker, Result, Runtime, Value,
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};
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use std::ffi::OsStr;
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use std::sync::mpsc::{channel, Receiver, Sender};
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@ -53,6 +53,39 @@ impl ModuleLoader for Loader {
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}
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}
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struct RejectedPromiseHandler {
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error_lines: Sender<String>,
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}
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impl RejectedPromiseTracker for RejectedPromiseHandler {
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fn on_rejected_promise(
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&self,
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ctx: &ContextRef,
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_promise: &oden_js::ValueRef,
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reason: &oden_js::ValueRef,
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is_handled: bool,
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) {
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if !is_handled {
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let reason_str = reason.to_string(ctx).expect(
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"Unhandled rejected promise: reason unknown: unable to convert reason to string",
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);
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let reason_str = format!("Unhandled rejected promise:\n{reason_str}");
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for line in reason_str.lines().map(|l| l.to_owned()) {
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let _ = self.error_lines.send(line);
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}
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let stack = reason
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.get_property(ctx, "stack")
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.and_then(|stack| stack.to_string(ctx))
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.unwrap_or_else(|_| String::new());
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for line in stack.lines().map(|l| l.to_owned()) {
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let _ = self.error_lines.send(line);
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}
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}
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}
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}
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pub struct ScriptContext {
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context: Context,
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update: Value,
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@ -68,12 +101,18 @@ pub struct ScriptContext {
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input: input::InputAPI,
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error_lines: Vec<String>,
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promise_error_reciever: Receiver<String>,
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}
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impl ScriptContext {
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pub fn new(suspend_state: Option<Vec<u8>>, reload_trigger: Sender<()>) -> Result<Self> {
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let (promise_error_send, promise_error_recv) = channel();
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let mut runtime = Runtime::new();
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runtime.set_module_loader(Loader::new(reload_trigger));
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runtime.set_rejected_promise_tracker(RejectedPromiseHandler {
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error_lines: promise_error_send,
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});
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let mut context = Context::new(runtime);
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context.add_intrinsic_bigfloat();
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@ -119,6 +158,7 @@ impl ScriptContext {
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input,
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error_lines: Vec::new(),
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promise_error_reciever: promise_error_recv,
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})
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}
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@ -172,6 +212,11 @@ impl ScriptContext {
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{
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let _span = span!("process jobs");
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self.handle_result(self.context.process_all_jobs());
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// Check to make sure we don't have any rejected promises.
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while let Ok(line) = self.promise_error_reciever.try_recv() {
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self.error_lines.push(line);
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}
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}
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// Now run the update function.
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@ -197,9 +242,10 @@ impl ScriptContext {
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GraphicsCommand::Clear(ClearCommand {
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color: [0.0, 0.0, 1.0, 1.0],
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}),
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GraphicsCommand::Scale([4.0, 4.0]),
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GraphicsCommand::Print(PrintCommand {
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text: "FATAL SCRIPT ERROR".to_owned(),
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pos: [6.0, 6.0],
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pos: [8.0, 8.0],
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}),
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];
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