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examples: add an asteroids game (it is currently < 400 lines of V, using gg)
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3
examples/asteroids/.gitignore
vendored
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examples/asteroids/.gitignore
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asteroids
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asteroids.js
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asteroids.wasm
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20
examples/asteroids/asteroids.html
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examples/asteroids/asteroids.html
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<!doctype html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>V Asteroids</title>
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</head>
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<body>
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<h1>V Asteroids demo</h1>
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<canvas id="canvas" oncontextmenu="event.preventDefault()" tabindex="-1" width="800" height="600"></canvas>
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<script type="text/javascript">
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var canvasElement = document.getElementById('canvas');
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var Module = {
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print(...args) { console.log(...args); },
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};
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</script>
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<script src="asteroids.js"></script>
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</body>
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</html>
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391
examples/asteroids/asteroids.v
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examples/asteroids/asteroids.v
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// Copyright (c) 2025 Delyan Angelov. All rights reserved.
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// The use of this source code is governed by an MIT license that
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// can be found in the LICENSE file.
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module main
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import gg
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import gx
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import math
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import rand
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import os.asset
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import math.vec
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type V2 = vec.Vec2[f32]
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fn rads(degrees f32) f32 {
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return f32(math.radians(degrees))
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}
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fn (a V2) + (b V2) V2 {
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return a.add(b)
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}
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fn (a V2) offset(angle f32, scale f32) V2 {
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return a + V2{math.cosf(angle) * scale, math.sinf(angle) * scale}
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}
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fn (mut a V2) wrap(b V2) {
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a.x = f32(math.mod(a.x + b.x, b.x))
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a.y = f32(math.mod(a.y + b.y, b.y))
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}
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fn V2.random(b V2) V2 {
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return V2{rand.f32() * b.x, rand.f32() * b.y}
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}
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struct Body {
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mut:
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pos V2
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vel V2
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rotation f32
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radius f32
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active bool = true
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}
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struct Bullet {
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Body
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}
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struct Asteroid {
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Body
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mut:
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segments int
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offsets []f32
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points []f32
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rotation_step f32 = 1.0
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}
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struct Player {
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Body
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mut:
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is_engine_on bool
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bullets int = 99
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bullets_limit int = 99
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fuel int = 9999
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fuel_limit int = 9999
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cooldown int
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cooldown_frames int = 15
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points []f32 = []f32{len: 8}
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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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screen V2 = V2{800, 600}
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player Player
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bullets []Bullet
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asteroids []Asteroid
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score int
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highscore int
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ships int = 5
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level int = 1
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is_up bool
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msg Message
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}
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@[params]
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struct Message {
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mut:
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frames int
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text string
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size int = 40
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color gx.Color
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align gx.HorizontalAlign = .center
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}
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fn (mut a Asteroid) setup() {
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a.segments = int(a.radius / 10) * 10
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a.offsets = []f32{len: a.segments}
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a.points = []f32{len: 2 * a.segments}
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for i in 0 .. a.segments {
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a.offsets[i] = a.radius + 25 * (0.5 - rand.f32())
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}
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}
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fn (mut p Player) reset(screen V2) {
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p.bullets, p.fuel = p.bullets_limit, p.fuel_limit
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p.pos, p.vel = screen.div_scalar(2), V2{0, 0}
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p.radius, p.rotation = 15, -90
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p.active = true
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}
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fn (mut game Game) handle_input() {
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mut p := &game.player
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p.is_engine_on = false
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if game.gg.is_key_down(.escape) {
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exit(0)
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}
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if !p.active {
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return
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}
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game.is_up = game.gg.is_key_down(.up) || game.gg.is_key_down(.w)
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is_fire := game.gg.is_key_down(.space)
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is_left := game.gg.is_key_down(.left) || game.gg.is_key_down(.a)
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is_right := game.gg.is_key_down(.right) || game.gg.is_key_down(.d)
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if is_fire && p.cooldown <= 0 && p.active {
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game.add_bullet()
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p.cooldown = p.cooldown_frames
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}
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if p.fuel >= 10 {
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if game.is_up && p.active {
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angle := rads(p.rotation)
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p.vel += V2{0, 0}.offset(angle, 0.1)
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p.fuel -= 10
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p.is_engine_on = true
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}
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}
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if p.fuel >= 1 {
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if is_left {
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p.rotation -= 2
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p.fuel--
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}
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if is_right {
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p.rotation += 2
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p.fuel--
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}
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}
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}
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fn (mut game Game) update() {
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game.msg.frames = int_max(0, game.msg.frames - 1)
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mut p := &game.player
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p.cooldown = int_max(0, p.cooldown - 1)
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p.pos += p.vel
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p.pos.wrap(game.screen)
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for mut b in game.bullets {
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if !b.active {
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continue
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}
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b.pos += b.vel
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if b.pos.x < 0 || b.pos.x > game.screen.x || b.pos.y < 0 || b.pos.y > game.screen.y {
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b.active = false
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}
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}
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for mut a in game.asteroids {
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if !a.active {
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continue
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}
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a.pos += a.vel
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a.pos.wrap(game.screen)
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a.rotation += a.rotation_step
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if p.active && p.pos.distance(a.pos) <= (p.radius + a.radius) {
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// player/asteroids collision
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p.active = false
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a.active = false
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game.split_asteroid(a, p.vel.mul_scalar(0.5))
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game.player.reset(game.screen)
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game.score += 50
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game.show_message(text: 'Your ship was destroyed.', color: gx.red, frames: 90)
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game.ships--
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if game.ships <= 0 {
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game.ships = 5
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game.score = 0
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game.asteroids = []
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game.add_asteroids(10)
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}
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}
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}
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for mut b in game.bullets {
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if !b.active {
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continue
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}
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for mut a in game.asteroids {
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if !a.active {
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continue
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}
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if b.active && b.pos.distance(a.pos) <= (b.radius + a.radius) {
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// bullet/asteroid collision
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b.active = false
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a.active = false
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game.score += 100
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game.split_asteroid(a, b.vel.mul_scalar(0.2))
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}
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}
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}
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if game.bullets.any(!it.active) {
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game.bullets = game.bullets.filter(it.active)
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}
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if game.asteroids.any(!it.active) {
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game.asteroids = game.asteroids.filter(it.active)
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}
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if game.asteroids.len == 0 {
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game.level++
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game.ships++
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game.player.reset(game.screen)
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game.add_asteroids(10)
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game.show_message(text: 'YOU WIN', color: gx.green, frames: 90)
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}
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game.highscore = int_max(game.score, game.highscore)
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}
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fn (mut game Game) show_message(params Message) {
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game.msg = params
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}
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fn (mut game Game) split_asteroid(a &Asteroid, vel V2) {
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if a.radius < 30 {
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return
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}
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shrink_factor := 0.5 + 0.3 * rand.f32()
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mut a1 := Asteroid{
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...*a
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active: true
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radius: a.radius * shrink_factor
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rotation_step: -a.rotation_step
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}
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mut a2 := Asteroid{
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...*a
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active: true
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radius: a.radius * (1 - shrink_factor)
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rotation_step: 2 * a.rotation_step
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}
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a1.vel = a1.vel.mul_scalar(shrink_factor) * vel
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a2.vel = a2.vel.mul_scalar(1 - shrink_factor) * (V2{0, 0} - vel)
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a1.setup()
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a2.setup()
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game.asteroids << a1
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game.asteroids << a2
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}
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fn (mut game Game) draw() {
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ws := gg.window_size()
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game.screen = V2{ws.width, ws.height}
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game.gg.draw_rect_filled(0, 0, game.screen.x, game.screen.y, gx.rgba(20, 20, 20, 255))
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game.draw_ship()
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for b in game.bullets {
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game.gg.draw_circle_filled(b.pos.x, b.pos.y, 3, gx.yellow)
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}
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for mut a in game.asteroids {
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game.draw_asteroid(mut a)
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}
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scenter := game.screen.div_scalar(2)
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label1 := 'Level: ${game.level} Ships: ${game.ships}'
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game.gg.draw_text(5, 10, label1, size: 20, color: gx.white, align: .left)
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label2 := 'B: ${game.player.bullets:02} F: ${game.player.fuel:04}'
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game.gg.draw_text(int(scenter.x), 10, label2, size: 20, color: gx.green, align: .center)
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label3 := 'Score: ${game.score} Highscore: ${game.highscore}'
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game.gg.draw_text(int(game.screen.x) - 5, 10, label3, size: 20, color: gx.white, align: .right)
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if game.msg.frames > 0 {
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game.gg.draw_text(int(scenter.x), int(scenter.y / 2), game.msg.text,
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size: game.msg.size
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color: game.msg.color
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align: game.msg.align
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)
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}
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label4 := 'Use arrows + space to control your ship. Use Escape to end the game.'
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game.gg.draw_text(int(game.screen.x - 5), int(game.screen.y - 20), label4,
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size: 16
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color: gx.gray
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align: .right
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)
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}
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fn (game &Game) draw_ship() {
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mut p := &game.player
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if !p.active {
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return
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}
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angle := rads(p.rotation)
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p1 := p.pos.offset(angle, p.radius)
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p2 := p.pos.offset(angle + 2.5, 0.6 * p.radius)
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p3 := p.pos.offset(angle, -0.3 * p.radius)
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p4 := p.pos.offset(angle - 2.5, 0.6 * p.radius)
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p.points[0] = p1.x
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p.points[1] = p1.y
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p.points[2] = p2.x
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p.points[3] = p2.y
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p.points[4] = p3.x
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p.points[5] = p3.y
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p.points[6] = p4.x
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p.points[7] = p4.y
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game.gg.draw_convex_poly(p.points, gx.white)
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if p.is_engine_on {
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engine := p.pos.offset(angle + math.pi, 0.7 * p.radius)
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game.gg.draw_circle_filled(engine.x, engine.y, 6, gx.yellow)
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}
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}
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fn (mut game Game) draw_asteroid(mut a Asteroid) {
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if !a.active {
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return
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}
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game.gg.draw_circle_filled(a.pos.x, a.pos.y, a.radius, gx.rgba(235, 235, 255, 215))
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for i in 0 .. a.segments {
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angle := rads(a.rotation + f32(i) * 360 / a.segments)
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p := a.pos.offset(angle, a.offsets[i])
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a.points[i * 2], a.points[i * 2 + 1] = p.x, p.y
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}
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game.gg.draw_convex_poly(a.points, gx.rgba(155, 155, 148, 245))
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}
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fn (mut game Game) add_bullet() {
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if game.player.bullets <= 0 {
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return
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}
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game.player.bullets--
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angle := rads(game.player.rotation)
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game.bullets << Bullet{
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pos: game.player.pos
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radius: 3
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vel: game.player.vel.offset(angle, 10)
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active: true
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}
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}
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fn (mut game Game) add_asteroids(count int) {
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for _ in 0 .. count {
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mut npos := V2{}
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new_asteroid_loop: for {
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npos = V2.random(game.screen)
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for a in game.asteroids {
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if a.pos.distance(npos) < (a.radius + 30) {
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continue new_asteroid_loop
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}
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}
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if game.player.pos.distance(npos) < 5 * (game.player.radius + 30) {
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continue new_asteroid_loop
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}
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break
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}
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radius := 50 + 50 * (0.5 - rand.f32())
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mut asteroid := Asteroid{
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pos: npos
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vel: (V2.random(game.screen) - V2.random(game.screen)) / game.screen
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radius: radius
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rotation: 360 * rand.f32()
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rotation_step: 2 * (0.5 - rand.f32())
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active: true
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}
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asteroid.setup()
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game.asteroids << asteroid
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}
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}
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fn on_frame(mut game Game) {
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if game.gg.timer.elapsed().milliseconds() > 15 {
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game.gg.timer.restart()
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game.handle_input()
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game.update()
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}
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game.gg.begin()
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game.draw()
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game.gg.end()
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}
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fn main() {
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mut game := &Game{}
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mut fpath := asset.get_path('../assets', 'fonts/RobotoMono-Regular.ttf')
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game.player.reset(game.screen)
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game.add_asteroids(10)
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game.gg = gg.new_context(
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window_title: 'V Asteroids'
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width: int(game.screen.x)
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height: int(game.screen.y)
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frame_fn: on_frame
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user_data: game
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sample_count: 2
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font_path: fpath
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)
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game.gg.run()
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}
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