remove sort method
This commit is contained in:
parent
f03ab319b2
commit
f5219da56f
7 changed files with 54 additions and 178 deletions
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@ -8,8 +8,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2"
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)
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const commonDrawerComparisons = true
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var _ Drawer = tombstone{}
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type tombstone struct{}
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@ -26,23 +24,15 @@ type drawList struct {
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rev map[Drawer]int
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}
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func (d drawList) Less(i, j int) bool {
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// Deal with tombstones first, in case anything else thinks it
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// needs to go last.
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if d.list[i] == (tombstone{}) {
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return false
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}
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if d.list[j] == (tombstone{}) {
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return true
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}
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if commonDrawerComparisons {
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// edge reports if there is a draw ordering constraint between u and v (where
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// u draws before v).
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func edge(u, v Drawer) bool {
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// Common logic for known interfaces (BoundingBoxer, ZPositioner), to
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// simplify Draw{Before,After} implementations.
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switch x := d.list[i].(type) {
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// simplify DrawOrderer implementations.
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switch x := u.(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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switch y := d.list[j].(type) {
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switch y := v.(type) {
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case BoundingBoxer:
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yb := y.BoundingBox()
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if xb.Min.Z >= yb.Max.Z { // x is in front of y
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@ -62,27 +52,27 @@ func (d drawList) Less(i, j int) bool {
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}
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case ZPositioner:
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switch y := d.list[j].(type) {
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switch y := v.(type) {
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case BoundingBoxer:
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return x.ZPos() < y.BoundingBox().Min.Z
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case ZPositioner:
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return x.ZPos() < y.ZPos()
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}
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}
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// Fallback case: ask the components themselves if they have an opinion
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if do, ok := u.(DrawOrderer); ok && do.DrawBefore(v) {
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return true
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}
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if do, ok := v.(DrawOrderer); ok && do.DrawAfter(u) {
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return true
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}
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// Fallback case: ask the components themselves
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return d.list[i].DrawBefore(d.list[j]) || d.list[j].DrawAfter(d.list[i])
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// No relation
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return false
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}
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func (d drawList) Len() int { return len(d.list) }
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func (d drawList) Swap(i, j int) {
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d.rev[d.list[i]], d.rev[d.list[j]] = j, i
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d.list[i], d.list[j] = d.list[j], d.list[i]
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}
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// Slow topological sort. Uses a projection π to flatten bounding boxes for
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// Topological sort. Uses a projection π to flatten bounding boxes for
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// overlap tests, in order to reduce edge count.
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func (d *drawList) topsort(π geom.Projector) {
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// Produce edge lists and count indegrees - O(|V|^2)
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@ -113,7 +103,7 @@ func (d *drawList) topsort(π geom.Projector) {
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}
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// If the edge goes u->v, add it.
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if d.Less(i, j) {
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if edge(u, v) {
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edges[i] = append(edges[i], j)
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indegree[j]++
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}
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@ -8,7 +8,6 @@ import (
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"io/fs"
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"log"
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"reflect"
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"sort"
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"sync"
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"time"
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@ -17,7 +16,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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const topologicalDrawSort = true
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const showDrawListSize = true
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var _ interface {
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Disabler
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@ -114,7 +113,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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d.Draw(screen, &st.opts)
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}
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if true {
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if showDrawListSize {
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// Infodump about draw list
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("len(drawList.list) = %d", len(g.drawList.list)), 0, 30)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("len(drawList.rev) = %d", len(g.drawList.list)), 0, 45)
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@ -185,19 +184,7 @@ func (g *Game) Update() error {
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}
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// Sort the draw list (on every frame - this isn't as bad as it sounds)
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if topologicalDrawSort {
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g.drawList.topsort(g.Projection)
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} else {
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sort.Stable(g.drawList)
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// Truncate tombstones from the end.
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for i := g.drawList.Len() - 1; i >= 0; i-- {
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if g.drawList.list[i] != (tombstone{}) {
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break
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}
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g.drawList.list = g.drawList.list[:i]
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}
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}
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return nil
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}
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@ -72,6 +72,11 @@ type Disabler interface {
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// passed to Game.Register or returned from Scan).
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type Drawer interface {
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Draw(*ebiten.Image, *ebiten.DrawImageOptions)
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}
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// DrawOrderer components have more specific ideas about draw ordering than
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// merely "my Z is bigger than yours".
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type DrawOrderer interface {
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DrawAfter(Drawer) bool
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DrawBefore(Drawer) bool
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}
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@ -40,30 +40,8 @@ func (h *Hides) Hide() { *h = true }
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// Show sets h to false.
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func (h *Hides) Show() { *h = false }
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// ZPosition implements DrawAfter and DrawBefore using only Z information.
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// ZPosition implements ZPositioner directly (as an int).
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type ZPosition int
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// DrawAfter reports if z >= x.Max.Z.
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func (z ZPosition) DrawAfter(x Drawer) bool {
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switch x := x.(type) {
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case BoundingBoxer:
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return int(z) >= x.BoundingBox().Max.Z
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case ZPositioner:
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return z.ZPos() > x.ZPos()
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}
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return false
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}
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// DrawBefore reports if z < x.Min.Z.
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func (z ZPosition) DrawBefore(x Drawer) bool {
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switch x := x.(type) {
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case BoundingBoxer:
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return int(z) < x.BoundingBox().Min.Z
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case ZPositioner:
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return z.ZPos() < x.ZPos()
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}
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return false
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}
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// ZPos returns itself.
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func (z ZPosition) ZPos() int { return int(z) }
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@ -158,20 +158,6 @@ func (p *Prism) DrawAfter(x Drawer) bool {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if !commonDrawerComparisons {
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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return false
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}
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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return true
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}
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if pb.Min.Y >= xb.Max.Y { // p is below x
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return false
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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return true
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}
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}
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// The prism special
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split := p.m.topext[geom.North].X
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threshold := p.m.topext[geom.East].Y
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@ -184,9 +170,6 @@ func (p *Prism) DrawAfter(x Drawer) bool {
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if pb.Min.Z+threshold >= xb.Max.Z { // x is behind the front half of p
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return true
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}
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case ZPositioner:
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return pb.Min.Z > x.ZPos() // p is after x
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}
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return false
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}
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@ -204,20 +187,6 @@ func (p *Prism) DrawBefore(x Drawer) bool {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if !commonDrawerComparisons {
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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return false
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}
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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return true
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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return false
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}
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if pb.Min.Y >= xb.Max.Y { // p is below x
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return true
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}
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}
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// The prism special
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split := p.m.topext[geom.North].X
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threshold := p.m.topext[geom.East].Y
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@ -230,9 +199,6 @@ func (p *Prism) DrawBefore(x Drawer) bool {
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if pb.Min.Z+threshold <= xb.Min.Z { // x is in front of the front half of p
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return true
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}
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case ZPositioner:
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return pb.Max.Z < x.ZPos() // p is before x
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}
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return false
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}
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@ -40,58 +40,6 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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screen.DrawImage(s.Sheet.SubImage(s.anim.Cell()), opts)
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}
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// DrawAfter reports if the sprite should be drawn after x.
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func (s *Sprite) DrawAfter(x Drawer) bool {
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if !commonDrawerComparisons {
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sb := s.BoundingBox()
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switch x := x.(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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return false
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}
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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return true
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}
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if sb.Min.Y >= xb.Max.Y { // s is below x
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return false
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}
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if sb.Max.Y <= xb.Min.Y { // s is above x
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return true
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}
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case ZPositioner:
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return sb.Min.Z > x.ZPos() // s is after
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}
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}
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return false
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}
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// DrawBefore reports if the sprite should be drawn before x.
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func (s *Sprite) DrawBefore(x Drawer) bool {
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if !commonDrawerComparisons {
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sb := s.BoundingBox()
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switch x := x.(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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return false
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}
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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return true
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}
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if sb.Max.Y <= xb.Min.Y { // s is above x
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return false
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}
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if sb.Min.Y >= xb.Max.Y { // s is below x
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return true
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}
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case ZPositioner:
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return sb.Max.Z < x.ZPos() // s is before
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}
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}
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return false
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}
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// Scan returns the Actor and the Sheet.
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func (s *Sprite) Scan() []interface{} {
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return []interface{}{
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@ -11,6 +11,8 @@ import (
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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const awakemanProducesBubbles = true
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var _ interface {
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engine.Identifier
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engine.Disabler
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@ -109,7 +111,7 @@ func (aw *Awakeman) realUpdate() error {
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bubblePeriod = 6
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)
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if true {
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if awakemanProducesBubbles {
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// Add a bubble?
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aw.bubbleTimer--
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if aw.bubbleTimer <= 0 {
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