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@ -49,24 +49,41 @@ func (o Obstacle) distance_from_point(p v.Point2d) float64 { |
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return dist |
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} |
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func obstacleFromValues(x, y, w, h float64, hp int) (o Obstacle) { |
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return Obstacle{ |
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Bounds: v.AABB2d{ |
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A: v.Point2d{X: x, Y: y}, |
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B: v.Point2d{X: x + w, Y: y + h}, |
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}, |
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Hp: hp, |
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} |
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} |
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// GenerateObstacles returns a slice of (count) obstacles within a region
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// bounded by width, height.
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func GenerateObstacles(count int, width, height float64) []Obstacle { |
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out := []Obstacle{} |
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// Create obstacles that cover the edges of the world, so we don't need to
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// special case collision at the edges
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// left wall
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out = append(out, obstacleFromValues(0, 5, 5, height-10, 0)) |
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// // right wall
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out = append(out, obstacleFromValues(width-5, 5, 5, height-10, 0)) |
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// // top wall
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out = append(out, obstacleFromValues(0, height-5, width, 5, 0)) |
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// bottom wall
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out = append(out, obstacleFromValues(0, 0, width, 5, 0)) |
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// Now create N random objects somewhere in the world
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for i := 0; i < count; i++ { |
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x := rand.Float64() * (width - (width / 10)) |
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y := rand.Float64() * (height - (height / 10)) |
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w := rand.Float64() * (width / 10) |
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h := rand.Float64() * (height / 10) |
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w := rand.Float64()*(width/10) + 20 |
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h := rand.Float64()*(height/10) + 20 |
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out = append( |
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out, |
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Obstacle{ |
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Bounds: v.AABB2d{ |
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A: v.Point2d{X: x, Y: y}, |
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B: v.Point2d{X: 20 + x + w, Y: 20 + y + h}, |
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}, |
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Hp: 10000, |
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}) |
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obstacleFromValues(x, y, w, h, 10000)) |
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} |
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return out |
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} |
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