render goban
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commit
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.fleet
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.idea
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set CGO_ENABLED=1
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set CC=x86_64-w64-mingw32-gcc
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set GOOS=windows
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set GOARCH=amd64
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go build -tags static -ldflags "-s -w"
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module git.danitheskunk.com/squishy/goo
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go 1.22.1
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replace git.danitheskunk.com/squishy/blooblib => ../blooblib
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require git.danitheskunk.com/squishy/blooblib v0.0.0-00010101000000-000000000000
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require (
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github.com/askeladdk/aseprite v0.0.4 // indirect
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github.com/veandco/go-sdl2 v0.4.38 // indirect
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golang.org/x/exp v0.0.0-20240318143956-a85f2c67cd81 // indirect
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)
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github.com/askeladdk/aseprite v0.0.4 h1:/k1VTiDkPORnrzonUUV5oXWwdHBoYjIIYJ1K/PupNMU=
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github.com/askeladdk/aseprite v0.0.4/go.mod h1:lVW4EwZ7lgQjeHp7MhYj1NII5a/yLYyvAo7COPIn3WY=
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github.com/google/go-cmp v0.5.8/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY=
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github.com/veandco/go-sdl2 v0.4.38 h1:lx8syOA2ccXlgViYkQe2Kn/4xt+p9mdd1Qc/yYMrmSo=
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github.com/veandco/go-sdl2 v0.4.38/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
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golang.org/x/exp v0.0.0-20240318143956-a85f2c67cd81 h1:6R2FC06FonbXQ8pK11/PDFY6N6LWlf9KlzibaCapmqc=
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golang.org/x/exp v0.0.0-20240318143956-a85f2c67cd81/go.mod h1:CQ1k9gNrJ50XIzaKCRR2hssIjF07kZFEiieALBM/ARQ=
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golang.org/x/mod v0.16.0/go.mod h1:hTbmBsO62+eylJbnUtE2MGJUyE7QWk4xUqPFrRgJ+7c=
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golang.org/x/tools v0.19.0/go.mod h1:qoJWxmGSIBmAeriMx19ogtrEPrGtDbPK634QFIcLAhc=
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package main
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import . "git.danitheskunk.com/squishy/blooblib"
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type Game struct {
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tilemap *Tilemap
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}
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func (g *Game) Init(settings *Settings) {
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settings.Title = "Goo v0.0"
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tiles := LoadImage("go.png").MakeTileset(Vec2i{X: 16, Y: 16})
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g.tilemap = NewTilemap(Vec2i{X: 40, Y: 23}, tiles)
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g.tilemap.Clear(16)
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for y := 0; y < 19; y += 1 {
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for x := 0; x < 19; x += 1 {
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g.tilemap.Set(Vec2i{X: 10 + x, Y: 1 + y}, 3)
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}
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g.tilemap.Set(Vec2i{X: 10, Y: 1 + y}, 11)
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g.tilemap.Set(Vec2i{X: 28, Y: 1 + y}, 12)
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}
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for x := 0; x < 19; x += 1 {
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g.tilemap.Set(Vec2i{X: 10 + x, Y: 1}, 9)
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g.tilemap.Set(Vec2i{X: 10 + x, Y: 19}, 10)
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g.tilemap.Set(Vec2i{X: 10 + x, Y: 20}, 17)
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g.tilemap.Set(Vec2i{X: 10 + x, Y: 21}, 18)
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}
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for y := 0; y < 21; y += 1 {
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g.tilemap.Set(Vec2i{X: 29, Y: 1 + y}, 19)
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}
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g.tilemap.Set(Vec2i{X: 10, Y: 21}, 20)
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g.tilemap.Set(Vec2i{X: 29, Y: 1}, 21)
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g.tilemap.Set(Vec2i{X: 10, Y: 1}, 5)
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g.tilemap.Set(Vec2i{X: 28, Y: 1}, 6)
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g.tilemap.Set(Vec2i{X: 10, Y: 19}, 7)
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g.tilemap.Set(Vec2i{X: 28, Y: 19}, 8)
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g.tilemap.Set(Vec2i{X: 13, Y: 4}, 4)
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g.tilemap.Set(Vec2i{X: 25, Y: 4}, 4)
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g.tilemap.Set(Vec2i{X: 13, Y: 16}, 4)
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g.tilemap.Set(Vec2i{X: 25, Y: 16}, 4)
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g.tilemap.Set(Vec2i{X: 13, Y: 10}, 4)
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g.tilemap.Set(Vec2i{X: 13, Y: 16}, 4)
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g.tilemap.Set(Vec2i{X: 25, Y: 10}, 4)
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g.tilemap.Set(Vec2i{X: 25, Y: 16}, 4)
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g.tilemap.Set(Vec2i{X: 19, Y: 4}, 4)
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g.tilemap.Set(Vec2i{X: 19, Y: 10}, 4)
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g.tilemap.Set(Vec2i{X: 19, Y: 16}, 4)
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}
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func (g *Game) Render(screen *Image) {
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screen.DrawTilemap(g.tilemap, Vec2i{})
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screen.Draw(g.tilemap.Tileset[2], Vec2i{X: 16 * 25, Y: 16 * 4})
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screen.Draw(g.tilemap.Tileset[1], Vec2i{X: 16 * 13, Y: 16 * 16})
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}
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func (g *Game) Update() {
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}
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func main() {
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Run(&Game{})
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}
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