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package engine
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import (
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"encoding/gob"
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"image"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var (
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_ interface {
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Identifier
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Collider
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Disabler
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Hider
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Prepper
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Transformer
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} = &PrismMap{}
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_ interface {
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Drawer
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Transformer
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} = &Prism{}
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)
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func init() {
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gob.Register(&PrismMap{})
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gob.Register(&Prism{})
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}
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type PrismMap struct {
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ID
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Disabled
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Hidden
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Map map[Point3]*Prism // pos -> prism
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DrawOrderBias image.Point // dot with pos.XY() = bias value
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DrawOffset image.Point // offset applies to whole map
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PosToDraw IntMatrix2x3 // p.pos -> drawspace (before offset and camera and ...)
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PosToWorld IntMatrix3x4 // p.pos -> worldspace
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PrismSize Point3 // in worldspace
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Sheet Sheet
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}
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func (m *PrismMap) CollidesWith(b Box) bool {
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// Back corner of a prism p is:
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// m.PrismPos.Apply(p.pos)
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return false
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}
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func (m *PrismMap) Prepare(*Game) error {
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for v, p := range m.Map {
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p.pos = v
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p.pm = m
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}
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return nil
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}
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func (m *PrismMap) Transform(pt Transform) (tf Transform) {
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tf.Opts.GeoM.Translate(cfloat(m.DrawOffset))
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return tf.Concat(pt)
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}
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type Prism struct {
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Cell int
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pos Point3
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pm *PrismMap
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}
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func (p *Prism) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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screen.DrawImage(p.pm.Sheet.SubImage(p.Cell), opts)
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}
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func (p *Prism) DrawOrder() (int, int) {
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return p.pm.PosToWorld.Apply(p.pos).Z,
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dot(p.pos.XY(), p.pm.DrawOrderBias)
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}
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func (p *Prism) Transform(pt Transform) (tf Transform) {
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tf.Opts.GeoM.Translate(cfloat(
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p.pm.PosToDraw.Apply(p.pos),
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))
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return tf.Concat(pt)
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}
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