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#include "pixelGameEngine.h"
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using namespace olc;
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#define WIDTH 640
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#define HEIGHT 480
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struct Ball{
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vf2d pos={};
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vf2d vel={};
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vf2d acc={};
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vf2d originalPos={};
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float radius=0;
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float mass=0;
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float simTimeRemaining=0;
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bool grounded=false;
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};
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struct Line{
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vf2d startPos={};
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vf2d endPos={};
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float radius=0;
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float bounceFactor=0.8;
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bool oneWay=false;
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};
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const float PI=3.14159f;
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class MountainClimber : public olc::PixelGameEngine
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{
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public:
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std::vector<Ball*>balls;
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std::vector<Line>lines;
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Ball*selectedBall;
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Line*selectedLine;
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std::vector<std::pair<Ball*,Ball*>>collidingPairs;
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std::vector<Ball*>fakeBalls;
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bool selectedLineStart=false;
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float friction=5.f;
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float gravity=2000.f;
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float limit=1000.f;
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Ball*player;
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float moveSpd=250;
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float jumpSpd=1000;
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MountainClimber()
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{
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sAppName = "Mountain Climber";
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}
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void AddBall(vf2d pos,float r){
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Ball*b=new Ball();
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b->pos=pos;
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b->radius=r;
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b->mass=r*10;
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balls.emplace_back(b);
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}
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void AddLine(vf2d pos1,vf2d pos2,float r,float bounceFactor,bool oneway=false){
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Line l;
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l.startPos=pos1;
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l.endPos=pos2;
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l.radius=r;
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l.bounceFactor=bounceFactor;
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l.oneWay=oneway;
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lines.push_back(l);
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}
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public:
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bool OnUserCreate() override
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{
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AddLine({0,360},{640,360},0.1,0);
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AddLine({340,360},{640,140},0.1,0);
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AddBall({320,300},8);
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ConsoleCaptureStdOut(true);
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player=balls[0];
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return true;
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}
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void HandlePhysics(float fElapsedTime){
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float stable=0.05f;
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int simulationUpdates=4;
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int maxSimulationSteps=15;
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float simElapsedTime=fElapsedTime/(float)simulationUpdates;
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auto DoCirclesOverlap = [](vf2d pos1, float r1, vf2d pos2, float r2){
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return fabs((pos1.x - pos2.x)*(pos1.x - pos2.x) + (pos1.y - pos2.y)*(pos1.y - pos2.y)) <= (r1 + r2)*(r1 + r2);
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};
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for(int i=0;i<simulationUpdates;i++){
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for(Ball*b:balls){
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b->simTimeRemaining=simElapsedTime;
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}
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for(int j=0;j<maxSimulationSteps;j++){
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for(Ball*b:balls){
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if(b->simTimeRemaining>0){
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b->originalPos.x=b->pos.x;
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b->originalPos.y=b->pos.y;
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b->acc.x=-b->vel.x*friction;
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b->acc.y=-b->vel.y*friction+((!b->grounded)?gravity:0); //Gravity constant;
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b->vel.x+=b->acc.x*b->simTimeRemaining;
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b->vel.y+=b->acc.y*b->simTimeRemaining;
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b->pos.x+=b->vel.x*b->simTimeRemaining;
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b->pos.y+=b->vel.y*b->simTimeRemaining;
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if(b->pos.x<0){
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b->pos.x+=ScreenWidth();
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}
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if(b->pos.y<0){
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b->pos.y+=ScreenHeight();
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}
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if(b->pos.x>=ScreenWidth()){
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b->pos.x-=ScreenWidth();
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}
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if(b->pos.y>=ScreenHeight()){
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b->pos.y-=ScreenHeight();
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}
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if(fabs(b->vel.x*b->vel.x+b->vel.y*b->vel.y)<stable){
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b->vel.x=0;
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b->vel.y=0;
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}
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}
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}
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for(Ball*b:balls){
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float deltaTime=b->simTimeRemaining;
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bool collisionOccured=false;
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for(Line&l:lines){
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if((!l.oneWay||l.oneWay&&b->vel.y<0)){
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vf2d line1={l.endPos.x-l.startPos.x,l.endPos.y-l.startPos.y};
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vf2d line2={b->pos.x-l.startPos.x,b->pos.y-l.startPos.y};
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float edgeLength=line1.x*line1.x+line1.y*line1.y;
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float t=std::max(0.f,std::min(edgeLength,(line1.x*line2.x+line1.y*line2.y)))/edgeLength;
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vf2d closestPoint={l.startPos.x+t*line1.x,l.startPos.y+t*line1.y};
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float dist=sqrtf((b->pos.x-closestPoint.x)*(b->pos.x-closestPoint.x)+(b->pos.y-closestPoint.y)*(b->pos.y-closestPoint.y));
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if(dist<=b->radius+l.radius){
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Ball*fakeBall=new Ball();
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fakeBall->radius=l.radius;
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fakeBall->mass=b->mass*l.bounceFactor;
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fakeBall->pos={closestPoint.x,closestPoint.y};
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fakeBall->vel={std::min(limit,std::max(-limit,-b->vel.x)),std::min(limit,std::max(-limit,-b->vel.y))};
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fakeBalls.push_back(fakeBall);
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collidingPairs.push_back({b,fakeBall});
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float overlap=1.1f*(dist-b->radius-fakeBall->radius);
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b->pos.x-=overlap*(b->pos.x-fakeBall->pos.x)/dist;
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b->pos.y-=overlap*(b->pos.y-fakeBall->pos.y)/dist;
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if(b==player&&fakeBall->vel.y<0){//This is an upwards force pushing on us, we have touched ground.
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b->grounded=true;
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collisionOccured=true;
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}
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}
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}
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}
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if(!collisionOccured){
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b->grounded=false;
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}
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for(Ball*b2:balls){
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if(b!=b2){
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if(DoCirclesOverlap(b->pos,b->radius,b2->pos,b2->radius)){
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collidingPairs.push_back({b,b2});
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float dist=sqrtf((b->pos.x-b2->pos.x)*(b->pos.x-b2->pos.x)+(b->pos.y-b2->pos.y)*(b->pos.y-b2->pos.y));
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float overlap=0.5f*(dist-b->radius-b2->radius);
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b->pos.x-=overlap*(b->pos.x-b2->pos.x)/dist;
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b->pos.y-=overlap*(b->pos.y-b2->pos.y)/dist;
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b2->pos.x+=overlap*(b->pos.x-b2->pos.x)/dist;
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b2->pos.y+=overlap*(b->pos.y-b2->pos.y)/dist;
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}
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}
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}
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float intendedSpeed=sqrtf(b->vel.x+b->vel.y*b->vel.y);
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float intendedDist=intendedSpeed*b->simTimeRemaining;
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float actualDist=sqrtf((b->pos.x-b->originalPos.x)*(b->pos.x-b->originalPos.x)+(b->pos.y-b->originalPos.y)*(b->pos.y-b->originalPos.y));
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float actualTime=actualDist/intendedSpeed;
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b->simTimeRemaining=b->simTimeRemaining-actualTime;
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}
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float efficiency=1;
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for(std::pair<Ball*,Ball*>&pair:collidingPairs){
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Ball*b1=pair.first;
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Ball*b2=pair.second;
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float dist=sqrtf((b1->pos.x-b2->pos.x)*(b1->pos.x-b2->pos.x)+(b1->pos.y-b2->pos.y)*(b1->pos.y-b2->pos.y));
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vf2d normal={(b2->pos.x-b1->pos.x)/dist,(b2->pos.y-b1->pos.y)/dist};
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vf2d tangent={-normal.y,normal.x};
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vf2d dpTangent={tangent.dot(b1->vel),tangent.dot(b2->vel)};
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vf2d dpNormal={normal.dot(b1->vel),normal.dot(b2->vel)};
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vf2d momentum={efficiency*(dpNormal.x*(b1->mass-b2->mass)+2.f*b2->mass*dpNormal.y)/(b1->mass+b2->mass),efficiency*(dpNormal.y*(b2->mass-b1->mass)+2.f*b1->mass*dpNormal.x)/(b1->mass+b2->mass)};
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b1->vel.x=tangent.x*dpTangent.x+normal.x*momentum.x;
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b1->vel.y=tangent.y*dpTangent.x+normal.y*momentum.x;
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b2->vel.x=tangent.x*dpTangent.y+normal.x*momentum.y;
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b2->vel.y=tangent.y*dpTangent.y+normal.y*momentum.y;
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}
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collidingPairs.clear();
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for(Ball*fb:fakeBalls){
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delete fb;
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}
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fakeBalls.clear();
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}
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}
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}
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bool OnUserUpdate(float fElapsedTime) override
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{
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auto IsPointInCircle = [](vf2d pos, float r, vf2d point){
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return fabs((pos.x - point.x)*(pos.x - point.x) + (pos.y - point.y)*(pos.y - point.y)) < (r * r);
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};
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if(GetKey(A).bHeld){
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player->vel.x=-moveSpd;
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player->grounded=false;
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}
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if(GetKey(D).bHeld){
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player->vel.x=moveSpd;
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player->grounded=false;
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}
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if(GetKey(SPACE).bPressed){
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player->vel.y=-jumpSpd;
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player->grounded=false;
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}
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if (GetMouse(0).bPressed){
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selectedBall = nullptr;
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for (Ball*b:balls){
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if (IsPointInCircle(b->pos,b->radius,GetMousePos()))
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{
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selectedBall = b;
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break;
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}
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}
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selectedLine=nullptr;
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for(Line&l:lines){
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if(IsPointInCircle(l.startPos,l.radius,GetMousePos())){
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selectedLine=&l;
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selectedLineStart=true;
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break;
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}
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if(IsPointInCircle(l.endPos,l.radius,GetMousePos())){
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selectedLine=&l;
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selectedLineStart=false;
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break;
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}
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}
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}
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if(GetMouse(0).bHeld){
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if(selectedLine!=nullptr){
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if(selectedLineStart){
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selectedLine->startPos=GetMousePos();
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}else{
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selectedLine->endPos=GetMousePos();
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}
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}
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}
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if(GetMouse(0).bReleased){
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if(selectedLine!=nullptr){
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std::cout<<selectedLine->startPos<<"/"<<selectedLine->endPos<<std::endl;
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}
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if(selectedBall!=nullptr){
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selectedBall->vel.x=5*((selectedBall->pos.x)-GetMouseX());
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selectedBall->vel.y=5*((selectedBall->pos.y)-GetMouseY());
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}
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selectedBall=nullptr;
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selectedLine=nullptr;
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}
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if(GetMouse(1).bHeld){
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for(Ball*b:balls){
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b->vel.x+=(GetMouseX()-b->pos.x)*0.01f;
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b->vel.y+=(GetMouseY()-b->pos.y)*0.01f;
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}
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}
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if(GetKey(F1).bPressed){
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ConsoleShow(F1);
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}
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Clear(BLACK);
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HandlePhysics(fElapsedTime);
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for(Ball*b:balls){
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if(selectedBall==b){
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FillCircle(b->pos,b->radius,YELLOW);
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} else {
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FillCircle(b->pos,b->radius);
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}
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}
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for(Line&l:lines){
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FillCircle(l.startPos,l.radius);
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FillCircle(l.endPos,l.radius);
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vf2d normal={-(l.endPos.y-l.startPos.y),l.endPos.x-l.startPos.x};
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float dist=sqrt(normal.x*normal.x+normal.y*normal.y);
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normal/=dist;
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DrawLine(l.startPos.x+normal.x*l.radius,l.startPos.y+normal.y*l.radius,l.endPos.x+normal.x*l.radius,l.endPos.y+normal.y*l.radius,l.oneWay?DARK_YELLOW:WHITE);
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DrawLine(l.startPos.x-normal.x*l.radius,l.startPos.y-normal.y*l.radius,l.endPos.x-normal.x*l.radius,l.endPos.y-normal.y*l.radius,l.oneWay?DARK_YELLOW:WHITE);
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}
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return true;
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}
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bool OnUserDestroy()override{
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return true;
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}
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};
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int main()
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{
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MountainClimber demo;
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if (demo.Construct(640, 640, 4, 4))
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demo.Start();
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return 0;
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}
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