resolver clipping
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parent
e5daf2a7ed
commit
fdacb47681
1 changed files with 75 additions and 33 deletions
108
main.go
108
main.go
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@ -3,6 +3,7 @@ package main
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import (
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"fmt"
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"math"
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"strconv"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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@ -16,11 +17,13 @@ const (
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)
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type game struct {
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screenWidth int32
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screenHeight int32
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arenaWidth int32
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arenaHeight int32
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interfaceWidth int32
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time int
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enemies []*enemy
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bullets []*bullet
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score int
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}
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type bullet struct {
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@ -33,9 +36,11 @@ type bullet struct {
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type player struct {
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pos rl.Vector2
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speed rl.Vector2
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moveSpeed float32
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bulletMoveSpeed float32
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hitBoxRadius float32
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bulletSize float32
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}
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type enemy struct {
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@ -48,7 +53,7 @@ type enemy struct {
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func (g game) insideArena(v rl.Vector2) bool {
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return v.X >= 0 && v.Y >= 0 &&
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v.Y <= float32(g.screenHeight) && v.X <= float32(g.screenWidth)
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v.Y <= float32(g.arenaHeight) && v.X <= float32(g.arenaWidth)
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}
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func (g *game) removeBullet(index int) {
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@ -71,8 +76,6 @@ func (e *enemy) shoot(g *game) {
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if g.time % 15 != 0 {
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return
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}
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g.bullets = append(g.bullets, &bullet{
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speed: rl.Vector2{X: 0, Y: 10},
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size: 4,
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@ -148,13 +151,17 @@ func (g *game) killEnemy(index int) {
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func (e *enemy) update(g *game, index int) {
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enemyColor := rl.Blue
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if e.movePattern != nil {
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e.pos = e.movePattern(e)
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}
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if hit, bullet, idx := e.checkHit(g); hit {
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g.score += 273
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e.health -= bullet.dmg
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g.removeBullet(idx)
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enemyColor = rl.White
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}
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if e.health <= 0 {
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@ -164,30 +171,54 @@ func (e *enemy) update(g *game, index int) {
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e.shoot(g)
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rl.DrawCircleV(e.pos, 5, rl.Blue)
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rl.DrawCircleV(e.pos, e.hitBoxRadius, enemyColor)
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}
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func (p *player) move() {
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if rl.IsKeyDown(rl.KeyW) { p.pos.Y -= p.moveSpeed }
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if rl.IsKeyDown(rl.KeyS) { p.pos.Y += p.moveSpeed }
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if rl.IsKeyDown(rl.KeyA) { p.pos.X -= p.moveSpeed }
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if rl.IsKeyDown(rl.KeyD) { p.pos.X += p.moveSpeed }
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func (p *player) move(g *game) {
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p.speed = rl.Vector2{X: 0, Y: 0}
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if rl.IsKeyDown(rl.KeyW) { p.speed.Y -= 1 }
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if rl.IsKeyDown(rl.KeyS) { p.speed.Y += 1 }
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if rl.IsKeyDown(rl.KeyA) { p.speed.X -= 1 }
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if rl.IsKeyDown(rl.KeyD) { p.speed.X += 1 }
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if !(p.speed.X == 0 && p.speed.Y == 0) {
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// jogador se move mais rapido na diagonal caso o contrario
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p.speed = rl.Vector2Normalize(p.speed)
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p.speed = rl.Vector2Scale(p.speed, p.moveSpeed)
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}
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result := rl.Vector2Add(p.pos, p.speed)
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if result.Y - p.hitBoxRadius < 0 ||
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result.Y + p.hitBoxRadius > float32(g.arenaHeight) {
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p.speed.Y = 0
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}
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if result.X - p.hitBoxRadius < 0 ||
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result.X + p.hitBoxRadius > float32(g.arenaWidth) {
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p.speed.X = 0
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}
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p.pos = rl.Vector2Add(p.pos, p.speed)
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}
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func (p *player) shoot(g *game){
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if g.time % 10 != 0 {
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if g.time % 5 != 0 {
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return
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}
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if rl.IsMouseButtonDown(rl.MouseLeftButton) {
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// não leva em consideração a velocidade do jogador
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// (mal) leva em consideração a velocidade do jogador
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mouse := rl.GetMousePosition()
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direction := rl.Vector2Subtract(mouse, p.pos)
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direction = rl.Vector2Add(direction, p.speed)
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direction = rl.Vector2Normalize(direction)
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direction = rl.Vector2Scale(direction, p.bulletMoveSpeed)
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g.bullets = append(g.bullets, &bullet{
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pos: p.pos,
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size: 2,
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speed: rl.Vector2Scale(direction, p.bulletMoveSpeed),
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size: p.bulletSize,
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speed: direction,
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dmg: 1,
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enemy: false,
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})
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@ -210,7 +241,7 @@ func (p *player) checkHit(g *game) {
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func (p *player) update(g *game) {
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p.move()
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p.move(g)
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p.shoot(g)
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@ -231,56 +262,60 @@ func (p *player) update(g *game) {
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func main() {
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state := &game{screenWidth: 450, screenHeight: 700}
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state := &game{arenaWidth: 450, arenaHeight: 700, interfaceWidth: 300}
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player := player{
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pos: rl.Vector2{X: 100, Y: 100},
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moveSpeed: 4,
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bulletMoveSpeed: 8,
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bulletMoveSpeed: 13,
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bulletSize: 8,
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hitBoxRadius: 5,
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}
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rl.SetTraceLog(rl.LogWarning | rl.LogDebug)
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rl.InitWindow(state.screenWidth, state.screenHeight, "danmaku")
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rl.InitWindow(state.arenaWidth + state.interfaceWidth, state.arenaHeight, "danmaku")
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rl.SetTargetFPS(60)
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state.enemies = []*enemy{
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{
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pos: rl.Vector2{X: 200, Y: 200},
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health: 1,
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hitBoxRadius: 5,
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health: 10,
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hitBoxRadius: 10,
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movePattern: horizonalPattern(state),
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},
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{
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pos: rl.Vector2{X: 169, Y: 222},
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health: 1,
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hitBoxRadius:5,
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health: 10,
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hitBoxRadius:10,
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movePattern: horizonalPattern(state),
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},
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{
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pos: rl.Vector2{X: 400, Y: 400},
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health: 1,
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hitBoxRadius:5,
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health: 10,
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hitBoxRadius:10,
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// movePattern: circlePattern(state, rl.Vector2{X: 200, Y: 200}),
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},
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{
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pos: rl.Vector2{X: 200, Y: 200},
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health: 1,
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hitBoxRadius:5,
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health: 10,
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hitBoxRadius:10,
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// movePattern: circlePattern(state, rl.Vector2{X: 200, Y: 200}),
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}}
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},
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}
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currectScore := 0
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for ; !rl.WindowShouldClose(); state.time += 1 {
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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rl.DrawText("danmaku", 20, 20, 20, rl.DarkGray)
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rl.DrawLine(18, 42, state.screenWidth-18, 42, rl.Black)
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rl.DrawText("danmaku babe bullet shoot shoot", 20, 20, 20, rl.DarkGray)
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rl.DrawLine(18, 42, state.arenaWidth-18, 42, rl.Black)
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rl.DrawFPS(0, 0)
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player.update(state)
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for i := range state.enemies {
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for i := 0; i < len(state.enemies); i++ {
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state.enemies[i].update(state, i)
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}
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@ -288,6 +323,13 @@ func main() {
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state.bullets[i].update(state, i)
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}
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rl.DrawRectangle(
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state.arenaWidth, 0, state.interfaceWidth, state.arenaHeight,
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rl.NewColor(0, 33, 59, 255),
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)
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currectScore += (state.score - currectScore) / 11
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rl.DrawText(strconv.Itoa(currectScore), state.arenaWidth, 0, 50, rl.White)
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rl.EndDrawing()
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}
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