[game] Factor into actor
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2 changed files with 121 additions and 83 deletions
99
game/actor.ts
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99
game/actor.ts
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import { load_texture } from "./assets";
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import { btn, Button } from "./input";
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import { Vec2, new_v2, vadd, vnorm, vmul } from "./vector";
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import { spr, use_texture, Texture } from "./graphics";
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export class Actor {
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velocity: Vec2 = new_v2(0);
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friction: number = 0.6;
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id: string;
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position: Vec2;
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bounds: Vec2;
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constructor(id: string, position: Vec2, bounds: Vec2) {
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this.id = id;
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this.position = position;
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this.bounds = bounds;
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}
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update() {}
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update_physics() {
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const velocity = vmul(this.velocity, this.friction);
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// Zero if we're smaller than some epsilon.
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if (Math.abs(velocity.x) < 0.01) {
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velocity.x = 0;
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}
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if (Math.abs(velocity.y) < 0.01) {
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velocity.y = 0;
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}
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const new_position = vadd(this.position, velocity);
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// TODO: Collision detection
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// const { w, h } = this.bounds;
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this.velocity = velocity;
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this.position = new_position;
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}
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draw(_clock: number) {}
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bonk(_other: Actor) {}
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}
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const robo_info = {
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width: 32,
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height: 32,
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sprite: "./bot.png",
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animations: [
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{ start: 0, length: 1, speed: 20 },
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{ start: 1, length: 4, speed: 8 },
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],
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};
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export class Robo extends Actor {
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bot_sprite: Texture | undefined = undefined;
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constructor(pos: Vec2) {
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super("robo", pos, new_v2(robo_info.width, robo_info.height));
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load_texture(robo_info.sprite).then((texture) => {
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this.bot_sprite = texture;
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});
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}
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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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a.y -= 1;
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}
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if (btn(Button.Down)) {
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a.y += 1;
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}
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if (btn(Button.Left)) {
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a.x -= 1;
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}
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if (btn(Button.Right)) {
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a.x += 1;
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}
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vnorm(a);
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this.velocity = vadd(this.velocity, vmul(a, 1.5));
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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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const vel = this.velocity;
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const moving = vel.x != 0 || vel.y != 0;
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const anim = robo_info.animations[moving ? 1 : 0];
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const { x: w, y: h } = this.bounds;
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const { x, y } = this.position;
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const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
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spr(x, y, w, h, frame * w, 0, 32, 32);
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}
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}
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}
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105
game/main.ts
105
game/main.ts
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@ -1,16 +1,12 @@
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import { cls, print, spr, use_texture, Texture } from "./graphics";
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import { load_texture } from "./assets";
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import { cls, print } from "./graphics";
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import { since_start } from "./time";
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import { btn, Button } from "./input";
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import { new_v2, vadd, vmul, vnorm } from "./vector";
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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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/// TODO: Support reload by saving and restoring state from init/update/restore.
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import { Actor, Robo } from "./actor";
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/// A nice looping frame counter.
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let clock = 0;
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let bot_sprite: Texture | undefined = undefined;
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let world: World | undefined = undefined;
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let level: Level | undefined = undefined;
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@ -18,15 +14,8 @@ let level: Level | undefined = undefined;
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// zelda screen is 16x11 tiles
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// from a feeling point of view this is sufficient, apparently :D
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let loaded = false;
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function load_assets() {
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// Start this load, but then...
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let texture_load = load_texture("./bot.png").then((n) => {
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print("Bot loaded at", since_start());
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bot_sprite = n;
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});
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let map_load = load_world("./overworld.ldtk").then((w) => {
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print("World loaded at", since_start());
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world = w;
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@ -36,106 +25,56 @@ function load_assets() {
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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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// TODO: SPAWN ACTORS BASED ON LEVEL.
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});
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Promise.all([texture_load, map_load]).then(() => {
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loaded = true;
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Promise.all([map_load]).then(() => {
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print("All are loaded.");
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});
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}
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const actors: Actor[] = [];
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// TODO: Build a system whereby the signatures of the fundamental functions can be checked.
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export function init() {
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print("Hello world!");
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load_assets();
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actors.push(new Robo(new_v2(10, 10)));
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}
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export function suspend() {
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return { clock };
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}
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export function resume(snapshot) {
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if (snapshot) {
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print("!Resuming!");
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const { clock: new_clock } = snapshot;
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if (new_clock) {
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clock = new_clock;
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}
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}
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}
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const friction = 0.6;
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let robo_vel = new_v2(0);
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let robo_pos = new_v2(10);
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export function resume() {}
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export function update() {
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clock = (clock + 1) % 20160;
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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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a.y -= 1;
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}
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if (btn(Button.Down)) {
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a.y += 1;
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}
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if (btn(Button.Left)) {
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a.x -= 1;
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}
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if (btn(Button.Right)) {
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a.x += 1;
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}
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vnorm(a);
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a = vmul(a, 0.8); // Speed.
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// Friction
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let v = vmul(robo_vel, friction);
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v = vadd(v, a);
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// Zero if we're smaller than some epsilon.
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if (Math.abs(v.x) < 0.01) {
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v.x = 0;
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}
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if (Math.abs(v.y) < 0.01) {
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v.y = 0;
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for (const actor of actors) {
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actor.update();
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}
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// Motion
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let np = vadd(robo_pos, v);
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for (const actor of actors) {
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actor.update_physics();
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}
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// TODO: Collide.
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robo_pos = np;
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robo_vel = v;
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// TODO: Bonks
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// TODO: Transients
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}
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// GARBAGE OBVIOUSLY
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const robo_info = {
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width: 32,
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height: 32,
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animations: [
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{ start: 0, length: 1, speed: 20 },
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{ start: 1, length: 4, speed: 8 },
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],
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};
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export function draw() {
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cls(0.1, 0.2, 0.3);
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if (!loaded) {
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return;
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}
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if (level != undefined) {
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draw_level(level, 0, 0);
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}
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if (bot_sprite != undefined) {
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// ...it gets resolved here?
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use_texture(bot_sprite);
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const moving = robo_vel.x != 0 || robo_vel.y != 0;
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const anim = robo_info.animations[moving ? 1 : 0];
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const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
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spr(robo_pos.x, robo_pos.y, 32, 32, frame * robo_info.width, 0, 32, 32);
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for (const actor of actors) {
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actor.draw(clock);
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}
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// print("FRAME TIME:", since_last_frame());
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}
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