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@ -15,8 +15,9 @@ type IsoProjection struct {
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// Project projects a 3D coordinate into 2D.
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// If ZX = 0, x is unchanged; similarly for ZY and y.
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// Otherwise, x becomes x + z/ZX and y becomes y + z/ZY.
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// This is because there's little reason for an isometric projection in a game
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// to exaggerate the Z position.
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// Dividing Z is used because there's little reason for an isometric projection
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// in a game to exaggerate the Z position, and integers are used to preserve
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// "pixel perfect" calculation in case you are making the next Celeste.
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func (π IsoProjection) Project(x, y, z int) (xp, yp int) {
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xp, yp = x, y
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if π.ZX != 0 {
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