tweak pong main.c to keep matrix formatting
This commit is contained in:
parent
aa09da6f20
commit
69860792df
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@ -13,13 +13,13 @@ const f32 BLOCK_WIDTH = (BLOCKS_WIDTH - ((NUM_BLOCKS_PER_ROW + 1) * BLOCKS_PADDI
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#define PADDLE_MAX_LAUNCH_ANGLE 0.7f
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const mg_color paddleColor = {1, 0, 0, 1};
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mp_rect paddle = {300, 50, 200, 24};
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const mg_color paddleColor = { 1, 0, 0, 1 };
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mp_rect paddle = { 300, 50, 200, 24 };
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const mg_color ballColor = {1, 1, 0, 1};
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mp_rect ball = {200, 200, 20, 20};
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const mg_color ballColor = { 1, 1, 0, 1 };
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mp_rect ball = { 200, 200, 20, 20 };
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vec2 velocity = {5, 5};
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vec2 velocity = { 5, 5 };
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// This is upside down from how it will actually be drawn.
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int blockHealth[NUM_BLOCKS] = {
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@ -28,10 +28,10 @@ int blockHealth[NUM_BLOCKS] = {
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2, 2, 2, 2, 2, 2, 2,
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2, 2, 2, 2, 2, 2, 2,
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3, 3, 3, 3, 3, 3, 3,
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3, 3, 3, 3, 3, 3, 3,
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3, 3, 3, 3, 3, 3, 3
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};
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vec2 frameSize = {100, 100};
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vec2 frameSize = { 100, 100 };
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bool leftDown = false;
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bool rightDown = false;
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@ -49,7 +49,8 @@ int checkCollision(mp_rect block);
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mg_mat2x3 flipY(mp_rect r);
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mg_mat2x3 flipYAt(vec2 pos);
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str8 loadFile(mem_arena* arena, str8 filename) {
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str8 loadFile(mem_arena* arena, str8 filename)
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{
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file_handle file = file_open(filename, FILE_ACCESS_READ, 0);
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if(file_last_error(file) != IO_OK)
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{
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@ -73,23 +74,23 @@ ORCA_EXPORT void OnInit(void)
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if(mg_image_is_nil(waterImage))
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{
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log_error("couldn't load water image\n");
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log_error("couldn't load water image\n");
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}
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if(mg_image_is_nil(ballImage))
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{
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log_error("couldn't load ball image\n");
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log_error("couldn't load ball image\n");
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}
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if(mg_image_is_nil(paddleImage))
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{
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log_error("couldn't load paddle image\n");
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log_error("couldn't load paddle image\n");
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}
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str8 fontStr = loadFile(mem_scratch(), STR8("/Literata-SemiBoldItalic.ttf"));
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unicode_range ranges[5] = {UNICODE_RANGE_BASIC_LATIN,
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UNICODE_RANGE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
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UNICODE_RANGE_LATIN_EXTENDED_A,
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UNICODE_RANGE_LATIN_EXTENDED_B,
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UNICODE_RANGE_SPECIALS};
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unicode_range ranges[5] = { UNICODE_RANGE_BASIC_LATIN,
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UNICODE_RANGE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
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UNICODE_RANGE_LATIN_EXTENDED_A,
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UNICODE_RANGE_LATIN_EXTENDED_B,
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UNICODE_RANGE_SPECIALS };
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// NOTE(ben): Weird that images are "create from data" but fonts are "create from memory"
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// TODO: Decide whether we're using strings or explicit pointer + length
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pongFont = mg_font_create_from_memory(fontStr.len, (byte*)fontStr.ptr, 5, ranges);
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@ -153,7 +154,7 @@ ORCA_EXPORT void OnKeyUp(int key)
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ORCA_EXPORT void OnFrameRefresh(void)
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{
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f32 aspect = frameSize.x/frameSize.y;
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f32 aspect = frameSize.x / frameSize.y;
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if(leftDown)
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{
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@ -170,25 +171,25 @@ ORCA_EXPORT void OnFrameRefresh(void)
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ball.x = Clamp(ball.x, 0, frameSize.x - ball.w);
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ball.y = Clamp(ball.y, 0, frameSize.y - ball.h);
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if (ball.x + ball.w >= frameSize.x) {
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if(ball.x + ball.w >= frameSize.x)
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{
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velocity.x = -velocity.x;
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}
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if (ball.x <= 0) {
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if(ball.x <= 0)
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{
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velocity.x = -velocity.x;
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}
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if (ball.y + ball.h >= frameSize.y) {
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if(ball.y + ball.h >= frameSize.y)
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{
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velocity.y = -velocity.y;
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}
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if (
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ball.y <= paddle.y + paddle.h
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&& ball.x+ball.w >= paddle.x
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&& ball.x <= paddle.x + paddle.w
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&& velocity.y < 0
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) {
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f32 t = ((ball.x + ball.w/2) - paddle.x) / paddle.w;
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if(
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ball.y <= paddle.y + paddle.h && ball.x + ball.w >= paddle.x && ball.x <= paddle.x + paddle.w && velocity.y < 0)
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{
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f32 t = ((ball.x + ball.w / 2) - paddle.x) / paddle.w;
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f32 launchAngle = lerp(-PADDLE_MAX_LAUNCH_ANGLE, PADDLE_MAX_LAUNCH_ANGLE, t);
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f32 speed = sqrtf(velocity.x*velocity.x + velocity.y*velocity.y);
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f32 speed = sqrtf(velocity.x * velocity.x + velocity.y * velocity.y);
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velocity = (vec2){
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sinf(launchAngle) * speed,
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cosf(launchAngle) * speed,
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@ -198,26 +199,31 @@ ORCA_EXPORT void OnFrameRefresh(void)
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log_info("PONG!");
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}
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if (ball.y <= 0) {
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ball.x = frameSize.x/2. - ball.w;
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ball.y = frameSize.y/2. - ball.h;
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if(ball.y <= 0)
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{
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ball.x = frameSize.x / 2. - ball.w;
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ball.y = frameSize.y / 2. - ball.h;
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}
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for (int i = 0; i < NUM_BLOCKS; i++) {
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if (blockHealth[i] <= 0) {
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for(int i = 0; i < NUM_BLOCKS; i++)
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{
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if(blockHealth[i] <= 0)
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{
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continue;
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}
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mp_rect r = blockRect(i);
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int result = checkCollision(r);
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if (result) {
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if(result)
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{
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log_info("Collision! direction=%d", result);
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blockHealth[i] -= 1;
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f32 vx = velocity.x;
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f32 vy = velocity.y;
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switch (result) {
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switch(result)
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{
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case 1:
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case 5:
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velocity.y = -vy;
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@ -238,42 +244,42 @@ ORCA_EXPORT void OnFrameRefresh(void)
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break;
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}
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}
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}
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mg_canvas_set_current(canvas);
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mg_set_color_rgba(10.0f/255.0f, 31.0f/255.0f, 72.0f/255.0f, 1);
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mg_set_color_rgba(10.0f / 255.0f, 31.0f / 255.0f, 72.0f / 255.0f, 1);
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mg_clear();
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mg_image_draw(waterImage, (mp_rect){0, 0, frameSize.x, frameSize.y});
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mg_image_draw(waterImage, (mp_rect){ 0, 0, frameSize.x, frameSize.y });
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mg_mat2x3 yUp = {
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1, 0, 0,
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0, -1, frameSize.y,
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0, -1, frameSize.y
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};
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mg_matrix_push(yUp);
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{
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for (int i = 0; i < NUM_BLOCKS; i++) {
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if (blockHealth[i] <= 0) {
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for(int i = 0; i < NUM_BLOCKS; i++)
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{
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if(blockHealth[i] <= 0)
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{
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continue;
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}
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mp_rect r = blockRect(i);
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mg_set_color_rgba(0, 0, 0, 0.2);
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mg_rounded_rectangle_fill(r.x, r.y-2, r.w, r.h, 4);
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mg_rounded_rectangle_fill(r.x, r.y - 2, r.w, r.h, 4);
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mg_set_color_rgba(0.9, 0.9, 0.9, 1);
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mg_rounded_rectangle_fill(r.x, r.y, r.w, r.h, 4);
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int fontSize = 18;
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str8 text = str8_pushf(mem_scratch(),
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"%d", blockHealth[i]
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);
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"%d", blockHealth[i]);
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mp_rect textRect = mg_text_bounding_box(pongFont, fontSize, text);
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vec2 textPos = {
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r.x + r.w/2 - textRect.w/2,
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r.x + r.w / 2 - textRect.w / 2,
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r.y + 9, // TODO: mg_text_bounding_box is returning extremely wack results for height.
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};
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@ -305,7 +311,8 @@ ORCA_EXPORT void OnFrameRefresh(void)
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mg_surface_present(surface);
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}
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mp_rect blockRect(int i) {
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mp_rect blockRect(int i)
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{
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int row = i / NUM_BLOCKS_PER_ROW;
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int col = i % NUM_BLOCKS_PER_ROW;
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return (mp_rect){
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@ -318,7 +325,8 @@ mp_rect blockRect(int i) {
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// Returns a cardinal direction 1-8 for the collision with the block, or zero
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// if no collision. 1 is straight up and directions proceed clockwise.
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int checkCollision(mp_rect block) {
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int checkCollision(mp_rect block)
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{
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// Note that all the logic for this game has the origin in the bottom left.
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f32 ballx2 = ball.x + ball.w;
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@ -326,12 +334,9 @@ int checkCollision(mp_rect block) {
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f32 blockx2 = block.x + block.w;
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f32 blocky2 = block.y + block.h;
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if (
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ballx2 < block.x
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|| blockx2 < ball.x
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|| bally2 < block.y
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|| blocky2 < ball.y
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) {
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if(
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ballx2 < block.x || blockx2 < ball.x || bally2 < block.y || blocky2 < ball.y)
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{
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// Ball is fully outside block
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return 0;
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}
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@ -355,106 +360,129 @@ int checkCollision(mp_rect block) {
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//
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// We assume significant tunneling can't happen.
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vec2 ballCenter = (vec2){ball.x + ball.w/2, ball.y + ball.h/2};
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vec2 blockCenter = (vec2){block.x + block.w/2, block.y + block.h/2};
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vec2 ballCenter = (vec2){ ball.x + ball.w / 2, ball.y + ball.h / 2 };
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vec2 blockCenter = (vec2){ block.x + block.w / 2, block.y + block.h / 2 };
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// Moving right
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if (velocity.x > 0) {
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if(velocity.x > 0)
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{
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// Ball's top right corner
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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&& ballCenter.y <= block.y && block.y <= bally2
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) { return 2; }
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if(
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ballCenter.x <= block.x && block.x <= ballx2 && ballCenter.y <= block.y && block.y <= bally2)
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{
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return 2;
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}
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// Ball's bottom right corner
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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&& ball.y <= blocky2 && blocky2 <= ballCenter.y
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) { return 4; }
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if(
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ballCenter.x <= block.x && block.x <= ballx2 && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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{
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return 4;
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}
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// Ball's right edge
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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) { return 3; }
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if(
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ballCenter.x <= block.x && block.x <= ballx2)
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{
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return 3;
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}
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}
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// Moving up
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if (velocity.y > 0) {
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if(velocity.y > 0)
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{
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// Ball's top left corner
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if (
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ball.x <= blockx2 && blockx2 <= ballCenter.x
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&& ballCenter.y <= block.y && block.y <= bally2
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) { return 8; }
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if(
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ball.x <= blockx2 && blockx2 <= ballCenter.x && ballCenter.y <= block.y && block.y <= bally2)
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{
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return 8;
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}
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// Ball's top right corner
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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&& ballCenter.y <= block.y && block.y <= bally2
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) { return 2; }
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if(
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ballCenter.x <= block.x && block.x <= ballx2 && ballCenter.y <= block.y && block.y <= bally2)
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{
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return 2;
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}
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// Ball's top edge
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if (
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ballCenter.y <= block.y && block.y <= bally2
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) { return 1; }
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if(
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ballCenter.y <= block.y && block.y <= bally2)
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{
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return 1;
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}
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}
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// Moving left
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if (velocity.x < 0) {
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if(velocity.x < 0)
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{
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// Ball's bottom left corner
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if (
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ball.x <= blockx2 && blockx2 <= ballCenter.x
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&& ball.y <= blocky2 && blocky2 <= ballCenter.y
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) { return 6; }
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if(
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ball.x <= blockx2 && blockx2 <= ballCenter.x && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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{
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return 6;
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}
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// Ball's top left corner
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if (
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ball.x <= blockx2 && blockx2 <= ballCenter.x
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&& ballCenter.y <= block.y && block.y <= bally2
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) { return 8; }
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if(
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ball.x <= blockx2 && blockx2 <= ballCenter.x && ballCenter.y <= block.y && block.y <= bally2)
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{
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return 8;
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}
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// Ball's left edge
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if (
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ball.x <= blockx2 && blockx2 <= ballCenter.x
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) { return 7; }
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if(
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ball.x <= blockx2 && blockx2 <= ballCenter.x)
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{
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return 7;
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}
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}
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// Moving down
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if (velocity.y < 0) {
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if(velocity.y < 0)
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{
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// Ball's bottom right corner
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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&& ball.y <= blocky2 && blocky2 <= ballCenter.y
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) { return 4; }
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if(
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ballCenter.x <= block.x && block.x <= ballx2 && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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{
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return 4;
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}
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// Ball's bottom left corner
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if (
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ball.x <= blockx2 && blockx2 <= ballCenter.x
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&& ball.y <= blocky2 && blocky2 <= ballCenter.y
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) { return 6; }
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if(
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ball.x <= blockx2 && blockx2 <= ballCenter.x && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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{
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return 6;
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}
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// Ball's bottom edge
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if (
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ball.y <= blocky2 && blocky2 <= ballCenter.y
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) { return 5; }
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if(
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ball.y <= blocky2 && blocky2 <= ballCenter.y)
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{
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return 5;
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}
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}
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return 0;
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}
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f32 lerp(f32 a, f32 b, f32 t) {
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f32 lerp(f32 a, f32 b, f32 t)
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{
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return (1 - t) * a + t * b;
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}
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mg_mat2x3 flipY(mp_rect r) {
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mg_mat2x3 flipY(mp_rect r)
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{
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return (mg_mat2x3){
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1, 0, 0,
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0, -1, 2 * r.y + r.h,
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0, -1, 2 * r.y + r.h
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};
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}
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mg_mat2x3 flipYAt(vec2 pos) {
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mg_mat2x3 flipYAt(vec2 pos)
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{
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return (mg_mat2x3){
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1, 0, 0,
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0, -1, 2 * pos.y,
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0, -1, 2 * pos.y
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};
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}
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