player done, old way
This commit is contained in:
parent
687939b269
commit
1156564fa2
4 changed files with 184 additions and 103 deletions
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@ -1,8 +1,8 @@
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Input = {}
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Input.playermovekeys = { up = "up", down = "down", left = "left", right = "right" }
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Input.playerswitchkeys = { ["1"] = "1", ["2"] = "2", ["3"] = "3", ["4"] = "4" }
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Input.colorfromkey = {"red", "green", "blue", "white"}
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Input.playerswitchkeys = { ["1"] = "1", ["2"] = "2", ["3"] = "3"}
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Input.colorfromkey = {"red", "green", "blue"}
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function Input:handler()
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13
player.lua
13
player.lua
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@ -7,15 +7,14 @@ Player.static.sounds = {
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switchSuccess = love.audio.newSource("sounds/switch_success.wav")
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}
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function Player:initialize(x, y, activeColors)
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function Player:initialize(x, y, color)
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Entity.initialize(self, {
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x = x,
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y = y,
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color = "white",
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color = color,
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collision = "none", --player can't push other player
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sprite = playerSprite
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})
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self.activeColors = activeColors or {"red", "green", "blue"}
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end
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function Player:setActiveColors(colorArray)
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@ -40,11 +39,3 @@ function Player:playSwitchSound(success)
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sound:stop()
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sound:play()
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end
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function Player:draw()
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for _, color in ipairs(self.activeColors) do
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love.graphics.setColor(gColor[color]:set())
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local p = self:getDrawPos()
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love.graphics.draw(self.sprite, p.x, p.y, 0, drawScale, drawScale)
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end
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end
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241
room.lua
241
room.lua
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@ -14,23 +14,26 @@ function Room:initialize(t)
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self.colorsPlayerHas = {"red", "green", "blue"}
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self.exits = t.exits
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self.name = t.name
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self.player = Player:new(t.player.x, t.player.y, t.player.activeColors)
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self.player = {}
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self.switches = { red = {}, green = {}, blue = {} }
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self.switchMatrices = {}
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self.collideables = { red = {}, green = {}, blue = {} }
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self.collidableMatrices = {} --{red = {{...}{...}{...}}, ...
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for _, color in ipairs(t.player.activeColors) do
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self.player[color] = Player:new(t.player.x, t.player.y, color)
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end
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self.doors = {}
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self.activeColors = {
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red = true, green = true, blue = true
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}
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self.activeColors = {}
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for _, color in ipairs(t.player.activeColors) do self.activeColors[color] = true end
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-- for color, coords in pairs(t.player) do
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-- self.player[color] = Player:new(coords.x, coords.y, color)
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-- self.activeColors[color] = true
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-- end
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for i=1, 5 do
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for i=1, 30 do
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local x, y = randomPosition()
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local door = Door:new(x, y, self.colorsPlayerHas)
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table.insert(self.doors, door)
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@ -65,9 +68,9 @@ function Room:initialize(t)
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local x, y = 7, 7
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if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "food/processed/", "beer_mug") end
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self.collideables[color]["fpp"] = Artifact:new(6, 6, color)
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end
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-- self.collideables["green"]["fpp"] = Artifact:new(6, 6, "green")
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for color, entities in pairs(self.collideables) do
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self.collidableMatrices[color] = self:createEntityMatrix(entities)
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@ -76,12 +79,16 @@ end
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function Room:update(dt)
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self.player:update(dt)
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for color, player in pairs(self.player) do
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player:update(dt)
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end
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end
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function Room:draw()
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self.player:draw()
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for color, player in pairs(self.player) do
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player:draw()
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end
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for color, entityArray in pairs(self.collideables) do
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for _, entity in pairs(entityArray) do
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entity:draw()
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@ -134,50 +141,40 @@ function Room:getCellInMatrix(matrix, cell)
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end
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function Room:movePlayer(key)
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local activeColors = self.player:getActiveColors()
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local pos = self.player:getGridPos()
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local x, y = pos.x, pos.y
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local dir = {x = 0, y = 0}
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local axis
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if key == "up" then
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dir.y, axis = -1, "y"
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elseif key == "down" then
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dir.y, axis = 1, "y"
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elseif key == "left" then
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dir.x, axis = -1, "x"
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elseif key == "right" then
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dir.x, axis = 1, "x"
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end
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local moved = false
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local move = true
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local entitiesToPush = {
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red = {},
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green = {},
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blue = {}
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}
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local entitiesToPull = {
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red = {},
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green = {},
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blue = {}
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}
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for _, color in pairs(self:getActiveColors()) do
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local entitiesToPush, entitiesToPull = {}, {}
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local pos = self.player[color]:getGridPos()
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local x, y = pos.x, pos.y
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local dir = {x = 0, y = 0}
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local axis
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-- PUSHHHHHHHHHHHHHHHHHHHHHH---------------------
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if key == "up" then
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dir.y, axis = -1, "y"
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elseif key == "down" then
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dir.y, axis = 1, "y"
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elseif key == "left" then
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dir.x, axis = -1, "x"
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elseif key == "right" then
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dir.x, axis = 1, "x"
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end
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local initialTargetCell = {
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x = pos.x + dir.x, y = pos.y + dir.y
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} -- this is for reference for each color as we change the targetCells table
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local move = true
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-- PUSHHHHHHHHHHHHHHHHHHHHHH---------------------
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if not self:isInBounds(initialTargetCell) then
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move = true
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elseif self:getCellInMatrix(self.collidableMatrices["red"], initialTargetCell) and self:getCellInMatrix(self.collidableMatrices["red"], initialTargetCell):canPassOver() then
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move = true
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else
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local targetCells
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local initialTargetCell = {
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x = pos.x + dir.x, y = pos.y + dir.y
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} -- this is for reference for each color as we change the targetCells table
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if not self:isInBounds(initialTargetCell) then
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move = true
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elseif self:getCellInMatrix(self.collidableMatrices["red"], initialTargetCell) and self:getCellInMatrix(self.collidableMatrices["red"], initialTargetCell):canPassOver() then
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move = true
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else
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local targetCells
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--so the way this worx is....
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for _, color in pairs(activeColors) do
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--for each color...
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targetCells = {initialTargetCell} -- ...we start with our attempted movement...
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local doneSearching
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while not doneSearching do
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@ -188,10 +185,10 @@ function Room:movePlayer(key)
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local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
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if entity then
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--something is here!!
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if not entitiesToPush[color][entity] then --if the entity hasnt been found already
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if not entitiesToPush[entity] then --if the entity hasnt been found already
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if entity:canMove() then
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local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
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entitiesToPush[color][entity] = entity
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entitiesToPush[entity] = entity
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for _, projectedCell in ipairs(projectedCells) do
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table.insert(nextTargetCells, projectedCell)
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end
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@ -220,20 +217,16 @@ function Room:movePlayer(key)
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targetCells = nextTargetCells
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end
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--let's get out of this loop b/c if we can't move one color we can't move at all
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if move == false then break end
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end
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end
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---PULL CHEC
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---PULL CHEC
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local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y}
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local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y}
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local targetCells
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local targetCells
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local pull = {}
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--so the way this worx is....
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for _, color in pairs(activeColors) do
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local pull = {}
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--for each color...
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targetCells = {initialTargetCell} -- ...we start with our attempted movement...
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local doneSearching
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@ -245,10 +238,10 @@ function Room:movePlayer(key)
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local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
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if entity then
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--something is here!!
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if not entitiesToPull[color][entity] then --if the entity hasnt been found already
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if not entitiesToPull[entity] then --if the entity hasnt been found already
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if entity:canMove() then
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local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
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entitiesToPull[color][entity] = entity
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entitiesToPull[entity] = entity
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for _, projectedCell in ipairs(projectedCells) do
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table.insert(nextTargetCells, projectedCell)
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end
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@ -262,7 +255,6 @@ function Room:movePlayer(key)
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table.insert(emptyCells, cell)
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end
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else
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pull[color] = true
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--we are out of bounds now
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doneSearching = true
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end
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@ -270,58 +262,96 @@ function Room:movePlayer(key)
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--if every projected cell is empty then we can do the move
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if #emptyCells == #targetCells then
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pull[color] = true
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doneSearching = true
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end
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targetCells = nextTargetCells
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end
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--let's get out of this loop b/c if we can't move one color we can't move at all
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if move == false then break end
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end
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if move then
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for color, entities in pairs(entitiesToPush) do
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for _, entity in pairs(entities) do
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if move then
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for _, entity in pairs(entitiesToPush) do
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entity:move(axis, dir[axis])
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end
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end
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for color, entities in pairs(entitiesToPull) do
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if pull[color] then
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for _, entity in pairs(entities) do
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entity:move(axis, dir[axis])
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end
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for _, entity in pairs(entitiesToPull) do
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entity:move(axis, dir[axis])
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end
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self.player[color]:move(axis, dir[axis])
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moved = true
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end
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self.player:move(axis, dir[axis])
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end
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if moved then
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self:tick()
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end
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end
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function Room:switchPlayerColor(color)
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local colors
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if color == "white" then colors = {"red", "green", "blue"} else colors = {color} end
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local canSwitch
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local canSwitch = true
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local playerPos = self.player:getGridPos()
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for _, color in ipairs(colors) do
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if self:getCellInMatrix(self.collidableMatrices[color], playerPos) then
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canSwitch = false
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if self:onlyColorIsActive(color) then
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canSwitch = false
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else
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for _, c in pairs(self:getPossibleColors()) do
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if c == color then
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self:setActiveColor(c, true)
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else
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self:setActiveColor(c, false)
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end
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end
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end
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if canSwitch then
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self.player:setActiveColors(colors)
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end
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self.player:playSwitchSound(canSwitch)
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self.player[color]:playSwitchSound(canSwitch)
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end
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function Room:setActiveColor(color, bool)
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self.activeColors[color] = bool
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end
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function Room:getActiveColors()
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local colors = {}
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for color, active in pairs(self.activeColors) do
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if active then
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table.insert(colors, color)
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end
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end
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return colors
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end
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function Room:getInactiveColors()
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local colors = {}
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for color, active in pairs(self.activeColors) do
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if not active then
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table.insert(colors, color)
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end
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end
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return colors
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end
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function Room:getPossibleColors()
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local colors = {}
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for _, color in ipairs(self.colorsPlayerHas) do
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table.insert(colors, color)
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print(color)
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end
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return colors
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end
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function Room:onlyColorIsActive(color)
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local activeColors = self:getActiveColors()
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if #activeColors == 1 and activeColors[1] == color then
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return true
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else
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return false
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end
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end
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function Room:tick()
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for color, entityArray in pairs(self.collideables) do
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for _, entity in pairs(entityArray) do
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@ -335,9 +365,37 @@ function Room:tick()
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print(door)
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door:setColors(setDoorColors)
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end
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self:playerJoinCheck()
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self:nextRoomCheck()
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end
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function Room:playerJoinCheck()
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local join = {}
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for _, inactiveColor in ipairs(self:getInactiveColors()) do
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local overlapping = 0
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local activeColors = self:getActiveColors()
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local inactivePos = self:getPlayerPos(inactiveColor)
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for _, activeColor in ipairs(activeColors) do
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local activePos = self:getPlayerPos(activeColor)
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if activePos.x == inactivePos.x and activePos.y == inactivePos.y then
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overlapping = overlapping + 1
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end
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end
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if overlapping == #activeColors then
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table.insert(join, inactiveColor)
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end
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end
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for _, color in ipairs(join) do
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self:setActiveColor(color, true)
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end
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end
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function Room:getPlayerPos(color)
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return self.player[color]:getGridPos()
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end
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function Room:switchCheck()
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local doorsToUnlock = {}
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for color, switchArray in pairs(self.switches) do
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@ -367,8 +425,11 @@ function Room:isInBounds(cell)
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end
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function Room:nextRoomCheck()
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if not self:isInBounds(self.player:getGridPos()) then
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nextRoom(self.player:getGridPos())
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for _, color in ipairs(self:getActiveColors()) do
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if not self:isInBounds(self.player[color]:getGridPos()) then
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nextRoom(self.player[color]:getGridPos())
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return
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end
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end
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end
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@ -391,7 +452,7 @@ function nextRoom(pos)
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currentRoom = Room:new{
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player = {
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x = newPos.x, y = newPos.y, activeColors = currentRoom.player:getActiveColors()
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x = newPos.x, y = newPos.y, activeColors = currentRoom:getActiveColors()
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}
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}
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end
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29
shaders.lua
29
shaders.lua
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@ -29,3 +29,32 @@ wiggle = love.graphics.newShader[[
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*/
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}
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]]
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glow = love.graphics.newShader[[
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vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
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vec4 pixel_me = Texel(texture, texture_coords );
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if (pixel_me.rgb != vec3(0,0,0))
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return pixel_me;
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int samples = 5;
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float intensity = 60;
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float radius = .1;
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for (int i = 1; i < samples; i++ ) {
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vec4 pixel_left = Texel(texture, texture_coords + vec2(-radius * i, 0));
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vec4 pixel_right = Texel(texture, texture_coords + vec2(radius * i, 0));
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vec4 pixel_top = Texel(texture, texture_coords + vec2(0, radius * i));
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vec4 pixel_bottom = Texel(texture, texture_coords + vec2(0, -radius * i));
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vec4 pixel_top_left = Texel(texture, texture_coords + vec2(-radius * i, radius * i));
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vec4 pixel_top_right = Texel(texture, texture_coords + vec2(radius * i, radius * i));
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vec4 pixel_bottom_left = Texel(texture, texture_coords + vec2(-radius * i, -radius * i));
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vec4 pixel_bottom_right = Texel(texture, texture_coords + vec2(radius * i, -radius * i));
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pixel_me += (pixel_left + pixel_right + pixel_top + pixel_bottom + pixel_bottom_right + pixel_bottom_left + pixel_top_right + pixel_top_left) / (intensity * i);
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intensity -= 2.5;
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}
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return pixel_me;
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}
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]]
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