add basic input handling for klotski board/graph + populate graph based on klotski moves
This commit is contained in:
136
src/main.cpp
136
src/main.cpp
@ -9,6 +9,33 @@
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#include "mass_springs.hpp"
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#include "renderer.hpp"
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auto klotski_a() -> State {
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State s = State(4, 5);
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Block a = Block(0, 0, 1, 2, false);
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Block b = Block(1, 0, 2, 2, true);
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Block c = Block(3, 0, 1, 2, false);
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Block d = Block(0, 2, 1, 2, false);
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Block e = Block(1, 2, 2, 1, false);
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Block f = Block(3, 2, 1, 2, false);
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Block g = Block(1, 3, 1, 1, false);
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Block h = Block(2, 3, 1, 1, false);
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Block i = Block(0, 4, 1, 1, false);
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Block j = Block(3, 4, 1, 1, false);
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s.AddBlock(a);
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s.AddBlock(b);
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s.AddBlock(c);
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s.AddBlock(d);
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s.AddBlock(e);
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s.AddBlock(f);
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s.AddBlock(g);
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s.AddBlock(h);
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s.AddBlock(i);
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s.AddBlock(j);
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return s;
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}
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auto main(int argc, char *argv[]) -> int {
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// if (argc < 2) {
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// std::cout << "Missing .klotski file." << std::endl;
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@ -23,50 +50,117 @@ auto main(int argc, char *argv[]) -> int {
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InitWindow(WIDTH * 2, HEIGHT, "MassSprings");
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// Mass springs configuration
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MassSpringSystem mass_springs;
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mass_springs.AddMass(1.0, Vector3(-0.5, 0.5, 0.0), true);
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mass_springs.AddMass(1.0, Vector3(0.5, 0.5, 0.0), false);
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mass_springs.AddMass(1.0, Vector3(0.5, 0.0, 0.0), false);
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mass_springs.AddSpring(0, 1, DEFAULT_SPRING_CONSTANT,
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DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
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mass_springs.AddSpring(1, 2, DEFAULT_SPRING_CONSTANT,
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DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
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State s = State(4, 5);
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Block a = Block(0, 0, 2, 1, false);
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Block b = Block(0, 1, 1, 3, true);
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Block c = Block(0, 2, "45");
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Block d = Block(0, 3, "de");
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s.AddBlock(a);
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s.AddBlock(b);
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for (Block block : s) {
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std::cout << "Block (" << block.x << ", " << block.y << ")" << std::endl;
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}
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// Klotski configuration
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State board = klotski_a();
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mass_springs.AddMass(1.0, Vector3Zero(), true, board.state);
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// Rendering configuration
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Renderer renderer(WIDTH, HEIGHT);
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Edge2Set edges;
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edges.reserve(mass_springs.springs.size());
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Vertex2Set vertices;
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vertices.reserve(mass_springs.masses.size());
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// Game loop
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float camera_distance = CAMERA_DISTANCE;
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float horizontal = 0.0;
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float vertical = 0.0;
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float frametime;
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float abstime = 0.0;
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int hov_x = 0;
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int hov_y = 0;
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int sel_x = 0;
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int sel_y = 0;
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while (!WindowShouldClose()) {
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frametime = GetFrameTime();
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// Mouse handling
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Vector2 m = GetMousePosition();
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float block_size;
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float x_offset = 0.0;
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float y_offset = 0.0;
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if (board.width > board.height) {
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block_size = static_cast<float>(WIDTH) / board.width;
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y_offset = (HEIGHT - block_size * board.height) / 2.0;
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} else {
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block_size = static_cast<float>(HEIGHT) / board.height;
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x_offset = (WIDTH - block_size * board.width) / 2.0;
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}
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if (m.x < x_offset) {
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hov_x = 100;
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} else {
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hov_x = (m.x - x_offset) / block_size;
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}
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if (m.y < y_offset) {
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hov_y = 100;
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} else {
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hov_y = (m.y - y_offset) / block_size;
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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sel_x = hov_x;
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sel_y = hov_y;
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}
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camera_distance += GetMouseWheelMove() / -10.0;
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// Key handling
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std::string previous_state = board.state;
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if (IsKeyPressed(KEY_W)) {
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if (board.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
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sel_y--;
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}
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} else if (IsKeyPressed(KEY_A)) {
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if (board.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
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sel_x--;
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}
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} else if (IsKeyPressed(KEY_S)) {
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if (board.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
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sel_y++;
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}
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} else if (IsKeyPressed(KEY_D)) {
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if (board.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
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sel_x++;
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}
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}
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// TODO: Need to check for duplicate springs
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if (previous_state != board.state) {
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mass_springs.AddMass(
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1.0,
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Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
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false, board.state);
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mass_springs.AddSpring(board.state, previous_state,
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DEFAULT_SPRING_CONSTANT,
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DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
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}
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if (IsKeyPressed(KEY_UP)) {
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vertical += 0.1;
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} else if (IsKeyPressed(KEY_RIGHT)) {
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horizontal += 0.1;
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} else if (IsKeyPressed(KEY_DOWN)) {
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vertical -= 0.1;
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} else if (IsKeyPressed(KEY_LEFT)) {
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horizontal -= 0.1;
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}
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// Physics update
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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#ifdef VERLET_UPDATE
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mass_springs.VerletUpdate(frametime * SIM_SPEED);
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#else
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mass_springs.EulerUpdate(frametime * SIM_SPEED);
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#endif
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// Rendering
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renderer.Transform(edges, vertices, mass_springs, abstime * ROTATION_SPEED,
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CAMERA_DISTANCE);
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camera_distance, horizontal, vertical);
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renderer.DrawMassSprings(edges, vertices);
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renderer.DrawKlotski(s); // TODO: Don't need to render each frame
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renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
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renderer.DrawTextures();
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abstime += frametime;
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@ -1,4 +1,5 @@
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#include "mass_springs.hpp"
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#include "config.hpp"
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#include <cstddef>
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#include <raymath.h>
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@ -72,28 +73,33 @@ auto Spring::CalculateSpringForce() -> void {
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massB.force = Vector3Add(massB.force, force_b);
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}
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auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed)
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-> void {
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masses.emplace_back(mass, position, fixed);
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auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed,
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std::string state) -> void {
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if (!masses.contains(state)) {
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masses.insert(std::make_pair(state, Mass(mass, position, fixed)));
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}
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}
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auto MassSpringSystem::GetMass(const size_t index) -> Mass & {
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return masses[index];
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auto MassSpringSystem::GetMass(const std::string &state) -> Mass & {
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return masses.at(state);
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}
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auto MassSpringSystem::AddSpring(int massA, int massB, float spring_constant,
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auto MassSpringSystem::AddSpring(const std::string &massA,
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const std::string &massB,
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float spring_constant,
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float dampening_constant, float rest_length)
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-> void {
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springs.emplace_back(masses[massA], masses[massB], spring_constant,
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springs.emplace_back(GetMass(massA), GetMass(massB), spring_constant,
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dampening_constant, rest_length);
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}
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auto MassSpringSystem::GetSpring(const size_t index) -> Spring & {
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return springs[index];
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auto MassSpringSystem::Clear() -> void {
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masses.clear();
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springs.clear();
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}
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auto MassSpringSystem::ClearForces() -> void {
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for (auto &mass : masses) {
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for (auto &[state, mass] : masses) {
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mass.ClearForce();
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}
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}
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@ -104,15 +110,26 @@ auto MassSpringSystem::CalculateSpringForces() -> void {
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}
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}
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auto MassSpringSystem::CalculateRepulsionForces() -> void {
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for (auto &[state, mass] : masses) {
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for (auto &[s, m] : masses) {
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Vector3 dx = Vector3Subtract(mass.position, m.position);
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mass.force =
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Vector3Add(mass.force, Vector3Scale(Vector3Normalize(dx),
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DEFAULT_REPULSION_FORCE));
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}
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}
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}
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auto MassSpringSystem::EulerUpdate(const float delta_time) -> void {
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for (auto &mass : masses) {
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for (auto &[state, mass] : masses) {
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mass.CalculateVelocity(delta_time);
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mass.CalculatePosition(delta_time);
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}
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}
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auto MassSpringSystem::VerletUpdate(const float delta_time) -> void {
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for (auto &mass : masses) {
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for (auto &[state, mass] : masses) {
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mass.VerletUpdate(delta_time);
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}
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}
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101
src/renderer.cpp
101
src/renderer.cpp
@ -10,8 +10,10 @@ auto Renderer::Rotate(const Vector3 &a, const float cos_angle,
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a.x * sin_angle + a.z * cos_angle);
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};
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auto Renderer::Translate(const Vector3 &a, const float distance) -> Vector3 {
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return Vector3(a.x, a.y, a.z + distance);
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auto Renderer::Translate(const Vector3 &a, const float distance,
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const float horizontal, const float vertical)
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-> Vector3 {
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return Vector3(a.x + horizontal, a.y + vertical, a.z + distance);
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};
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auto Renderer::Project(const Vector3 &a) -> Vector2 {
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@ -24,27 +26,72 @@ auto Renderer::Map(const Vector2 &a) -> Vector2 {
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auto Renderer::Transform(Edge2Set &edges, Vertex2Set &vertices,
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const MassSpringSystem &mass_springs,
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const float angle, const float distance) -> void {
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const float angle, const float distance,
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const float horizontal, const float vertical) -> void {
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const float cos_angle = cos(angle);
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const float sin_angle = sin(angle);
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edges.clear();
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for (const auto &spring : mass_springs.springs) {
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Vector2 a = Map(Project(Translate(
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Rotate(spring.massA.position, cos_angle, sin_angle), distance)));
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Vector2 b = Map(Project(Translate(
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Rotate(spring.massB.position, cos_angle, sin_angle), distance)));
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const Mass &massA = spring.massA;
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const Mass &massB = spring.massB;
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// Stuff behind the camera
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if (massA.position.z + distance <= 0.1) {
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continue;
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}
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if (massB.position.z + distance <= 0.1) {
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continue;
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}
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Vector2 a =
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Map(Project(Translate(Rotate(massA.position, cos_angle, sin_angle),
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distance, horizontal, vertical)));
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Vector2 b =
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Map(Project(Translate(Rotate(massB.position, cos_angle, sin_angle),
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distance, horizontal, vertical)));
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// Stuff outside the viewport
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if (!CheckCollisionPointRec(
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a, Rectangle(-1.0 * width * CULLING_TOLERANCE,
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-1.0 * height * CULLING_TOLERANCE,
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width + width * CULLING_TOLERANCE * 2.0,
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height + height * CULLING_TOLERANCE * 2.0))) {
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continue;
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}
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if (!CheckCollisionPointRec(
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b, Rectangle(-1.0 * width * CULLING_TOLERANCE,
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-1.0 * height * CULLING_TOLERANCE,
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width + width * CULLING_TOLERANCE * 2.0,
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height + height * CULLING_TOLERANCE * 2.0))) {
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continue;
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}
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edges.emplace_back(a, b);
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}
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// This is duplicated work, but easy to read
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vertices.clear();
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for (const auto &mass : mass_springs.masses) {
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Vector3 a =
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Translate(Rotate(mass.position, cos_angle, sin_angle), distance);
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for (const auto &[state, mass] : mass_springs.masses) {
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// Stuff behind the camera
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if (mass.position.z + distance <= 0.1) {
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continue;
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}
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Vector3 a = Translate(Rotate(mass.position, cos_angle, sin_angle), distance,
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horizontal, vertical);
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Vector2 b = Map(Project(a));
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// Stuff outside the viewport
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if (!CheckCollisionPointRec(
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b, Rectangle(-1.0 * width * CULLING_TOLERANCE,
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-1.0 * height * CULLING_TOLERANCE,
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width + width * CULLING_TOLERANCE * 2.0,
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height + height * CULLING_TOLERANCE * 2.0))) {
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continue;
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}
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vertices.emplace_back(b.x, b.y, a.z);
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}
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}
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@ -53,20 +100,26 @@ auto Renderer::DrawMassSprings(const Edge2Set &edges,
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const Vertex2Set &vertices) -> void {
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BeginTextureMode(render_target);
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ClearBackground(RAYWHITE);
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// Draw springs
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for (const auto &[a, b] : edges) {
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DrawLine(a.x, a.y, b.x, b.y, EDGE_COLOR);
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}
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// Draw masses
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for (const auto &a : vertices) {
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// Increase the perspective perception by squaring the z-coordinate
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const float size = VERTEX_SIZE / (a.z * a.z);
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const float size = Clamp(VERTEX_SIZE / (a.z * a.z), 0.1, 100.0);
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DrawRectangle(a.x - size / 2.0, a.y - size / 2.0, size, size, VERTEX_COLOR);
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}
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DrawLine(0, 0, 0, height, BLACK);
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EndTextureMode();
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}
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auto Renderer::DrawKlotski(State &state) -> void {
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auto Renderer::DrawKlotski(State &state, int hov_x, int hov_y, int sel_x,
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int sel_y) -> void {
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BeginTextureMode(klotski_target);
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ClearBackground(RAYWHITE);
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@ -106,9 +159,16 @@ auto Renderer::DrawKlotski(State &state) -> void {
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// Draw Blocks
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for (Block block : state) {
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Color c = EDGE_COLOR;
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Color c = BLOCK_COLOR;
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if (block.Covers(sel_x, sel_y)) {
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c = HL_BLOCK_COLOR;
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}
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if (block.target) {
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c = RED;
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if (block.Covers(sel_x, sel_y)) {
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c = HL_TARGET_BLOCK_COLOR;
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} else {
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c = TARGET_BLOCK_COLOR;
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}
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}
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DrawRectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.x * block_size,
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@ -119,6 +179,19 @@ auto Renderer::DrawKlotski(State &state) -> void {
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block.height * block_size + block.height * 2 * BLOCK_PADDING -
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2 * BLOCK_PADDING,
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c);
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if (block.Covers(hov_x, hov_y)) {
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DrawRectangleLinesEx(
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Rectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.x * block_size,
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y_offset + BOARD_PADDING + block.y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.y * block_size,
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block.width * block_size + block.width * 2 * BLOCK_PADDING -
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2 * BLOCK_PADDING,
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block.height * block_size +
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block.height * 2 * BLOCK_PADDING - 2 * BLOCK_PADDING),
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2.0, BLACK);
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}
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}
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DrawLine(width - 1, 0, width - 1, height, BLACK);
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