Convert to 32-bit to save space in the serialization
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@@ -64,7 +64,7 @@ func (ml *MapLock) get(id string, force bool) (*game, error) {
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id = idg.Hash()
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}
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_g := NewGame(id, *width, *height)
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_g := NewGame(id, float32(*width), float32(*height))
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go _g.run()
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ml.Lock()
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@@ -82,14 +82,14 @@ type game struct {
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register chan *player
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unregister chan *player
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turn int
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width, height float64
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width, height float32
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spectators map[*Spectator]bool
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sregister chan *Spectator
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sunregister chan *Spectator
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kill chan bool
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}
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func NewGame(id string, width, height float64) *game {
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func NewGame(id string, width, height float32) *game {
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g := &game{
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id: id,
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register: make(chan *player),
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@@ -217,7 +217,7 @@ func (g *game) run() {
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func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
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rprojectiles = make([]Projectile, 0)
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for p := range g.projectiles {
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newPos := move(p.Position, p.MoveTo, float64(p.Speed), delta)
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newPos := move(p.Position, p.MoveTo, float32(p.Speed), delta)
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hit_player := false
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for player := range g.players {
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@@ -253,7 +253,7 @@ func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
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for player := range g.players {
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dist := v.Distance(player.Robot.Position, p.Position)
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if dist < float64(p.Radius) {
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if dist < float32(p.Radius) {
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// TODO map damage Max to Min based on distance from explosion
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if player.Robot.Health > 0 {
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