Merge branch 'master' of git.a2s.su:iiiypuk/snipplets.dev
This commit is contained in:
commit
43736dbe0f
@ -30,6 +30,11 @@ indent_size = 2
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indent_style = space
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indent_size = 4
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# V
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[*.v]
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indent_style = tab
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indent_size = 4
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# JavaScript
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[*.js]
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indent_style = space
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BIN
~/.assets/fondo para itchio.png
Normal file
BIN
~/.assets/fondo para itchio.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 9.0 KiB |
BIN
~/.assets/v-logo.png
Normal file
BIN
~/.assets/v-logo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
4
~/V/example_window/README.md
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4
~/V/example_window/README.md
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@ -0,0 +1,4 @@
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* draw rect
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* draw text
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* draw image
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* key event
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42
~/V/example_window/draw.v
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42
~/V/example_window/draw.v
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@ -0,0 +1,42 @@
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import gg
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import gx
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fn (game &Game) draw() {
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game.gg.begin()
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// draw filled texture
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game.draw_bg_texture()
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// draw ui
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game.draw_text(gg.window_size().width - 10, 0, 'Lives: ${game.player.lives}', 36,
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gx.white, 'right', 'top', true)
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// draw image
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game.gg.draw_image(0, game.gg.window_size().height - game.player.image.height, game.player.image.width,
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game.player.image.height, game.player.image)
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game.gg.end()
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}
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fn (game &Game) draw_bg_texture() {
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game.gg.draw_image(game.bg_texture.pos_x - game.bg_texture.image.width, game.bg_texture.pos_y,
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game.bg_texture.image.width, game.bg_texture.image.height, game.bg_texture.image)
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for x in 0 .. gg.window_size().width / game.bg_texture.image.width + 3 {
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game.gg.draw_image(x * game.bg_texture.image.width + game.bg_texture.pos_x, game.bg_texture.pos_y - game.bg_texture.image.height,
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game.bg_texture.image.width, game.bg_texture.image.height, game.bg_texture.image)
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game.gg.draw_image(game.bg_texture.pos_x - game.bg_texture.image.width, game.bg_texture.pos_y - game.bg_texture.image.height,
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game.bg_texture.image.width, game.bg_texture.image.height, game.bg_texture.image)
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for y in 0 .. gg.window_size().height / game.bg_texture.image.height + 3 {
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game.gg.draw_image(x * game.bg_texture.image.width + game.bg_texture.pos_x,
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y * game.bg_texture.image.height + game.bg_texture.pos_y, game.bg_texture.image.width,
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game.bg_texture.image.height, game.bg_texture.image)
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game.gg.draw_image(game.bg_texture.pos_x - game.bg_texture.image.width,
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y * game.bg_texture.image.height + game.bg_texture.pos_y, game.bg_texture.image.width,
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game.bg_texture.image.height, game.bg_texture.image)
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}
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}
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}
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112
~/V/example_window/game.v
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112
~/V/example_window/game.v
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@ -0,0 +1,112 @@
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import os
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import gg
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import gx
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import sokol.sapp
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const (
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win_width = 512
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win_height = 512
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)
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struct Game {
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mut:
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gg &gg.Context = unsafe { nil }
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player Player
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bg_texture BgTexture
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}
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struct BgTexture {
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mut:
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image gg.Image
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pos_x f32
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pos_y f32
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}
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struct Player {
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mut:
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pos_x int
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pos_y int
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lives int
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image gg.Image
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}
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fn frame(mut game Game) {
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game.update()
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game.draw()
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}
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fn main() {
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print('Loading... ')
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mut game := &Game{}
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mut font_path := os.resource_abs_path(os.join_path('..', '..', '.assets', 'monogram-extended.ttf'))
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game.gg = gg.new_context(
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bg_color: gx.hex(0x2A2A3AFF)
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width: win_width
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height: win_height
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create_window: true
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enable_dragndrop: false
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window_title: 'Runner'
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font_path: font_path
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user_data: game
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frame_fn: frame
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event_fn: on_event
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)
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game.player = &Player{
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pos_x: 10
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pos_y: 10
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lives: 3
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}
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game.bg_texture = &BgTexture{
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pos_x: 0
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pos_y: 0
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}
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game.bg_texture.image = game.gg.create_image(os.resource_abs_path(os.join_path('..',
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'..', '.assets', 'fondo para itchio.png'))) or { panic(err) }
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game.player.image = game.gg.create_image(os.resource_abs_path(os.join_path('..', '..',
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'.assets', 'v-logo.png'))) or { panic(err) }
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println('OK!\n')
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println('High DPI: ${gg.high_dpi()}')
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println('Window size: ${gg.window_size().width}x${gg.window_size().height}')
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println('Screen size: ${gg.screen_size().width}x${gg.screen_size().height}')
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println('Fullscreen: ${gg.is_fullscreen()}\n')
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game.gg.run()
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println('\nBye!')
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}
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fn (mut game Game) key_down(key gg.KeyCode) {
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match key {
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// vfmt off
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.escape { game.gg.quit() }
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// vfmt on
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.f11 {
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sapp.toggle_fullscreen()
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println('Set fullscreen: ${gg.is_fullscreen()}')
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}
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// vfmt off
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.left { game.player.pos_x -= 2 }
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.right { game.player.pos_x += 2 }
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.up { game.player.pos_y -= 2 }
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.down { game.player.pos_y += 2 }
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// vfmt on
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else {}
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}
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}
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fn on_event(e &gg.Event, mut game Game) {
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// println('code=$e.char_code')
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// println('code=$e.key_code')
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match e.typ {
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.key_down {
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game.key_down(e.key_code)
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}
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else {}
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}
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}
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37
~/V/example_window/text.v
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37
~/V/example_window/text.v
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@ -0,0 +1,37 @@
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import gx
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fn (game &Game) text_format(color gx.Color, size int, h_align gx.HorizontalAlign, v_align gx.VerticalAlign) gx.TextCfg {
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return gx.TextCfg{
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color: color
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align: h_align
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vertical_align: v_align
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size: size
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}
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}
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pub fn (game &Game) draw_text(x int, y int, text string, size int, color gx.Color, ha string, va string, shadow bool) {
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mut v_align := gx.VerticalAlign.baseline
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mut h_align := gx.HorizontalAlign.left
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match va {
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'top' { v_align = gx.VerticalAlign.top }
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'middle' { v_align = gx.VerticalAlign.middle }
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'bottom' { v_align = gx.VerticalAlign.bottom }
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'baseline' { v_align = gx.VerticalAlign.baseline }
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else { v_align = gx.VerticalAlign.top }
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}
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match ha {
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'left' { h_align = gx.HorizontalAlign.left }
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'center' { h_align = gx.HorizontalAlign.center }
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'right' { h_align = gx.HorizontalAlign.right }
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else { h_align = gx.HorizontalAlign.left }
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}
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if shadow {
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game.gg.draw_text(x + 2, y + 2, text, game.text_format(gx.black, size, h_align,
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v_align))
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}
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game.gg.draw_text(x, y, text, game.text_format(color, size, h_align, v_align))
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}
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15
~/V/example_window/update.v
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15
~/V/example_window/update.v
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@ -0,0 +1,15 @@
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// import gg
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fn (mut game Game) update() {
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if game.bg_texture.pos_x >= game.bg_texture.image.width {
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game.bg_texture.pos_x = 0
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} else {
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game.bg_texture.pos_x += .5
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}
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if game.bg_texture.pos_y >= game.bg_texture.image.height {
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game.bg_texture.pos_y = 0
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} else {
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game.bg_texture.pos_y += .5
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}
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}
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