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ccd46d07a8
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db3f5d9407 |
27
Diagrams.org
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27
Diagrams.org
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* The topics
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#+begin_src syntree
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("Game Programming Fundamentals"
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("Math" "_:Data Structures" "_:Algorithms" "_:Linear Algebra")
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("Engineering"
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("Machine Architecture" "_:CPU Design" "_:Memory Hierarchy" "_:Processes" "_:Concurrency")
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"_:Networking"
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"_:Compilers"
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("Operating Systems" "_:Scheduling" "_:File Systems" "_:Virtual Memory")))
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#+end_src
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#+RESULTS:
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#+begin_example
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Game Programming Fundamentals
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._________________________________________|_________________________________________.
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Math Engineering
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.______________|_____________. .________________________________._|________._________________________.
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| | | | | | |
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.______|______. .____|___. .______|_____. Machine Architecture .____|___. .___|___. Operating Systems
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|_____________| |________| |____________| .______________._____|_______.___________. |________| |_______| .____________.|_____________.
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Data Structures Algorithms Linear Algebra | | | | Networking Compilers | | |
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.____|___. ._______|______. .___|___. .____|____. .____|___. ._____|____. .______|_____.
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|________| |______________| |_______| |_________| |________| |__________| |____________|
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CPU Design Memory Hierarchy Processes Concurrency Scheduling File Systems Virtual Memory
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#+end_example
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88
quadtree.py
88
quadtree.py
@ -24,16 +24,18 @@ class Ball:
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@dataclass
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@dataclass
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class QNode:
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class QNode:
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aabb: Rect
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aabb: Rect
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points: List = field(default_factory=list)
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points: List[Tuple[float, float]] = field(default_factory=list)
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@dataclass
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@dataclass
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class Quadtree:
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class Quadtree:
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node: QNode
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node: QNode
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subdivided = False
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subdivided = False
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direction: str = ''
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nw: Optional['Quadtree'] = None
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nw: Optional['Quadtree'] = None
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ne: Optional['Quadtree'] = None
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ne: Optional['Quadtree'] = None
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sw: Optional['Quadtree'] = None
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sw: Optional['Quadtree'] = None
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se: Optional['Quadtree'] = None
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se: Optional['Quadtree'] = None
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parent: Optional['Quadtree'] = None
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@dataclass
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@dataclass
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class World:
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class World:
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@ -51,10 +53,10 @@ def qt_split(qt: Quadtree):
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ne = Rect(x + hw, y , hw, hh)
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ne = Rect(x + hw, y , hw, hh)
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sw = Rect(x , y + hh, hw, hh)
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sw = Rect(x , y + hh, hw, hh)
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se = Rect(x + hw, y + hh, hw, hh)
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se = Rect(x + hw, y + hh, hw, hh)
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qt.nw = Quadtree(QNode(nw))
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qt.nw = Quadtree(QNode(nw), parent=qt, direction='NW')
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qt.ne = Quadtree(QNode(ne))
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qt.ne = Quadtree(QNode(ne), parent=qt, direction='NE')
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qt.sw = Quadtree(QNode(sw))
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qt.sw = Quadtree(QNode(sw), parent=qt, direction='SW')
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qt.se = Quadtree(QNode(se))
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qt.se = Quadtree(QNode(se), parent=qt, direction='SE')
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qt.subdivided = True
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qt.subdivided = True
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def qt_insert(qt: Quadtree, p):
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def qt_insert(qt: Quadtree, p):
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@ -82,6 +84,82 @@ def qt_insert(qt: Quadtree, p):
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qt.node.points.append(p)
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qt.node.points.append(p)
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return True
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return True
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def qt_find_nearest_point(qt: Quadtree, point) -> Tuple[float, float]:
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closest_point = None
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closest_dist = None
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last_direction = None
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containing_qt = qt
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# Find the containing subnode
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while containing_qt.subdivided:
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if RL.check_collision_point_rec(point, qt.nw.node.aabb):
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containing_qt = qt.nw
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elif RL.check_collision_point_rec(point, qt.ne.node.aabb):
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containing_qt = qt.ne
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elif RL.check_collision_point_rec(point, qt.sw.node.aabb):
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containing_qt = qt.sw
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elif RL.check_collision_point_rec(point, qt.se.node.aabb):
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containing_qt = qt.se
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while containing_qt.parent is not None:
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# If it's greater than 1, then we have a point inside we can compare to
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if len(containing_qt.node.points) > 1:
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for p in qt.node.points:
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if p == point:
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continue
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if closest_dist is None or RL.vector_2distance(Vec2(*point), Vec2(*p)) < closest_dist:
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closest_point = p
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last_direction = containing_qt.direction
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containing_qt = containing_qt.parent
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else:
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# If there aren't any other points in here, then we can't create a
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# closest_point or a closest_dist. We would have to handle that later on
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if not containing_qt.subdivided:
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last_direction = containing_qt.direction
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containing_qt = containing_qt.parent
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else:
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# def search_for_nearest(child_qt: Quadtree):
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# We have to generalize this code, most likely, because it feels like
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# we have to do this recursively until we have exhausted all quadrants
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px, py = point
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# This is where we check the surrounding nodes and try to discard nodes
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if last_direction == 'NW':
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xse, yse = containing_qt.se.node.aabb.x, containing_qt.se.node.aabb.y
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ne_dist = containing_qt.ne.node.aabb.x - px
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if ne_dist < closest_dist:
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closest_dist = True
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# Now we have to search inside, but we would have to do recursively
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pass
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sw_dist = containing_qt.sw.node.aabb.y - py
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se_dist = RL.vector_2distance(Vec2(*point), Vec2(xse, yse))
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assert se_dist >= 0, 'ITS LESS THAN 0!!!!'
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if last_direction == 'NE':
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xsw, ysw = containing_qt.sw.node.aabb.x, containing_qt.sw.node.aabb.y
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nw_dist = px - containing_qt.nw.node.aabb.x
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sw_dist = RL.vector_2distance(Vec2(xsw, ysw), Vec2(*point))
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assert sw_dist >= 0, 'ITS LESS THAN 0!!!!'
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se_dist = containing_qt.se.node.aabb.y - py
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if last_direction == 'SW':
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xne, yne = containing_qt.ne.node.aabb.x, containing_qt.ne.node.aabb.y
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nw_dist = px - containing_qt.nw.node.aabb.x
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ne_dist = RL.vector_2distance(Vec2(xne, yne), Vec2(*point))
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assert ne_dist >= 0, 'ITS LESS THAN 0!!!!'
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se_dist = containing_qt.se.node.aabb.x - px
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if last_direction == 'SE':
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xnw, ynw = containing_qt.nw.node.aabb.x, containing_qt.nw.node.aabb.y
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nw_dist = RL.vector_2distance(Vec2(xnw, ynw), Vec2(*point))
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ne_dist = py - containing_qt.nw.node.aabb.y
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assert ne_dist >= 0, 'ITS LESS THAN 0!!!!'
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sw_dist = px - containing_qt.se.node.aabb.x
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last_direction = containing_qt.direction
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containing_qt = containing_qt.parent
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def construct_quadtree(points):
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def construct_quadtree(points):
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root_node = QNode(Rect(0, 0, screen_width, screen_height))
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root_node = QNode(Rect(0, 0, screen_width, screen_height))
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qt = Quadtree(root_node)
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qt = Quadtree(root_node)
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96
skilltree.py
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96
skilltree.py
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@ -0,0 +1,96 @@
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import pyray as RL
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from pyray import (Rectangle as Rect, Vector2 as Vec2)
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import math
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import pdb
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import random
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from typing import Optional, Tuple, List
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from dataclasses import dataclass, field
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screen_width = 1280
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screen_height = 1024
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node_width = 200
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node_height = 60
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node_font_height = 24
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default_font = RL.get_font_default()
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@dataclass
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class Node:
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text: str
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rect: Rect
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@dataclass
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class World:
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nodes: List[Node]
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dragging_node: Optional[Tuple[Node, Tuple[float, float]]] = None
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global w
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def init():
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global w
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nodes = [Node("Node1",Rect(50,50,node_width,node_height)),Node("Node2",Rect(150,150,node_width,node_height))]
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w = World(nodes)
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def player_input():
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if RL.is_mouse_button_pressed(0):
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w.dragging_node = None
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for node in w.nodes:
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mouse_pos = RL.get_mouse_position()
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if RL.check_collision_point_rec(mouse_pos, node.rect):
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w.dragging_node = node, (node.rect.x - mouse_pos.x, node.rect.y - mouse_pos.y)
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break
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if RL.is_mouse_button_released(0):
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w.dragging_node = None
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if w.dragging_node:
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node, offset_x, offset_y = w.dragging_node[0], *w.dragging_node[1]
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mouse_pos = RL.get_mouse_position()
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node.rect.x, node.rect.y = mouse_pos.x + offset_x, mouse_pos.y + offset_y
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def update():
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pass
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def draw():
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RL.begin_drawing()
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RL.clear_background(RL.RAYWHITE)
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for node in w.nodes:
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rect_offset = Rect(node.rect.x + 2, node.rect.y + 2, node.rect.width, node.rect.height)
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RL.draw_rectangle_lines_ex(rect_offset, 2, RL.BLACK)
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RL.draw_rectangle_rec(node.rect, RL.WHITE)
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RL.draw_rectangle_lines_ex(node.rect, 1, RL.BLACK)
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text_width = RL.measure_text(node.text, node_font_height)
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pos = Vec2(
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node.rect.x + node.rect.width / 2 - text_width / 2,
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node.rect.y + node.rect.height / 2 - node_font_height / 2,
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)
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RL.draw_text_ex(default_font, node.text, pos, node_font_height, 1, RL.BLACK)
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node1 = w.nodes[0]
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node2 = w.nodes[1]
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start_pos = Vec2(node1.rect.x + node1.rect.width // 2, node1.rect.y + node1.rect.height)
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end_pos = Vec2(node2.rect.x + node2.rect.width // 2, node2.rect.y)
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# RL.draw_line_bezier(start_pos, end_pos, 3, RL.BLUE)
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# c1 = start_pos
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# c1.x += 50
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# c1.y += 50
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# c2 = end_pos
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# c2.y -= 50
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mid_point = RL.vector2_subtract(end_pos, start_pos)
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mid_control = RL.vector2_add(mid_point, Vec2(50,50))
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points = [start_pos, start_pos, mid_point, mid_control, end_pos, end_pos]
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# points = [start_pos, c1, c2, mid_point, end_pos]
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RL.draw_spline_bezier_cubic(points, 6, 3, RL.BLUE)
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RL.end_drawing()
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RL.init_window(screen_width, screen_height, "Skilltree");
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RL.set_target_fps(60)
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init()
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while not RL.window_should_close():
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player_input()
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update()
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draw()
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39
starter.py
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39
starter.py
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import pyray as RL
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from pyray import (Rectangle as Rect)
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import math
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import pdb
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import random
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from typing import Optional, Tuple, List
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from dataclasses import dataclass, field
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screen_width = 1280
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screen_height = 1024
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@dataclass
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class World:
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pass
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def init():
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pass
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def player_input():
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pass
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def update():
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pass
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def draw():
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RL.begin_drawing()
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RL.clear_background(RL.WHITE)
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RL.end_drawing()
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RL.init_window(screen_width, screen_height, "Starter");
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RL.set_target_fps(60)
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init()
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while not RL.window_should_close():
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player_input()
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update()
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draw()
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Loading…
x
Reference in New Issue
Block a user