make surface example more interesting, optimise memory filling
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fc06820332
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0ebb1f200e
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@ -4,23 +4,6 @@
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framebuffer := @as(^Color, idk)
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framebuffer := @as(^Color, idk)
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// init := fn(): void {
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// width := dt.get(int, "framebuffer/fb0/width\0")
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// height := dt.get(int, "framebuffer/fb0/height\0")
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// pixels := width * height
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// back_buffer := memory.alloc(Color, pixels * @bitcast(@sizeof(Color)))
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// ctx = Context.{
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// fb: dt.get(^Color, "framebuffer/fb0/ptr\0"),
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// bb: back_buffer,
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// buf: back_buffer,
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// width,
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// height,
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// pixels,
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// double_buffer: true,
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// }
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// return
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// }
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init := fn(double_buffer: bool): Surface {
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init := fn(double_buffer: bool): Surface {
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framebuffer = dt.get(^Color, "framebuffer/fb0/ptr\0")
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framebuffer = dt.get(^Color, "framebuffer/fb0/ptr\0")
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width := dt.get(int, "framebuffer/fb0/width\0")
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width := dt.get(int, "framebuffer/fb0/width\0")
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@ -49,37 +32,22 @@ put_pixel := fn(surface: Surface, pos: Vec2(int), color: Color): void {
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return
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return
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}
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}
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// put_filled_rect := fn(surface: Surface, pos: Vec2(int), tr: Vec2(int), color: Color): void {
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// start_idx := @inline(screenidx, surface, pos.x, pos.y)
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// end_idx := @inline(screenidx, surface, pos.x, pos.y + tr.y)
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// loop if start_idx >= end_idx break else {
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// @inline(memory.set, Color, &color, surface.buf + start_idx, @bitcast(tr.x))
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// start_idx += surface.width
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// }
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// return
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// }
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put_filled_rect := fn(surface: Surface, pos: Vec2(int), tr: Vec2(int), color: Color): void {
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put_filled_rect := fn(surface: Surface, pos: Vec2(int), tr: Vec2(int), color: Color): void {
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top_start_idx := @inline(screenidx, surface, pos.x, pos.y)
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top_start_idx := surface.buf + @inline(screenidx, surface, pos.x, pos.y)
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bottom_start_idx := @inline(screenidx, surface, pos.x, pos.y + tr.y - 1)
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bottom_start_idx := surface.buf + @inline(screenidx, surface, pos.x, pos.y + tr.y - 1)
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rows_to_fill := tr.y / 2
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rows_to_fill := tr.y
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top_cursor := 0
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bottom_cursor := (tr.y - 1) * surface.width
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loop if rows_to_fill <= 1 break else {
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i := 0
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@inline(memory.set, Color, &color, top_start_idx, @bitcast(tr.x))
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loop if i == rows_to_fill break else {
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@inline(memory.set, Color, &color, bottom_start_idx, @bitcast(tr.x))
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@inline(memory.set, Color, &color, surface.buf + top_start_idx, @bitcast(tr.x))
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@inline(memory.set, Color, &color, surface.buf + bottom_start_idx, @bitcast(tr.x))
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top_start_idx += surface.width
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top_start_idx += surface.width
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bottom_start_idx -= surface.width
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bottom_start_idx -= surface.width
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i += 1
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rows_to_fill -= 2
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}
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}
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if tr.y % 2 != 0 {
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if rows_to_fill == 1 {
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middle_idx := @inline(screenidx, surface, pos.x, pos.y + rows_to_fill)
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@inline(memory.set, Color, &color, top_start_idx, @bitcast(tr.x))
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@inline(memory.set, Color, &color, surface.buf + middle_idx, @bitcast(tr.x))
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}
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}
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return
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return
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@ -168,40 +136,26 @@ put_line := fn(surface: Surface, p0: Vec2(int), p1: Vec2(int), color: Color): vo
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return
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return
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}
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}
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// put_surface := fn(surface: Surface, top: Surface, pos: Vec2(int)): void {
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// start_idx := @inline(screenidx, surface, pos.x, pos.y)
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// end_idx := @inline(screenidx, surface, pos.x, pos.y + top.height)
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// cursor := top.width * top.height
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// loop if start_idx >= end_idx break else {
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// @inline(memory.copy, Color, top.buf + cursor, surface.buf + start_idx, @intcast(top.width))
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// start_idx += surface.width
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// cursor -= top.width
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// }
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// return
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// }
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put_surface := fn(surface: Surface, top: Surface, pos: Vec2(int)): void {
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put_surface := fn(surface: Surface, top: Surface, pos: Vec2(int)): void {
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top_start_idx := @inline(screenidx, surface, pos.x, pos.y)
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top_start_idx := surface.buf + @inline(screenidx, surface, pos.x, pos.y)
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bottom_start_idx := @inline(screenidx, surface, pos.x, pos.y + top.height - 1)
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bottom_start_idx := surface.buf + @inline(screenidx, surface, pos.x, pos.y + top.height - 1)
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rows_to_copy := top.height / 2
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rows_to_copy := top.height
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top_cursor := 0
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top_cursor := top.buf
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bottom_cursor := top.width * (top.height - 1)
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bottom_cursor := top.buf + top.width * (top.height - 1)
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i := 0
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loop if i == rows_to_copy break else {
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loop if rows_to_copy <= 1 break else {
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@inline(memory.copy, Color, top.buf + top_cursor, surface.buf + top_start_idx, @intcast(top.width))
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@inline(memory.copy, Color, top_cursor, top_start_idx, @bitcast(top.width))
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@inline(memory.copy, Color, top.buf + bottom_cursor, surface.buf + bottom_start_idx, @intcast(top.width))
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@inline(memory.copy, Color, bottom_cursor, bottom_start_idx, @bitcast(top.width))
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top_start_idx += surface.width
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top_start_idx += surface.width
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bottom_start_idx -= surface.width
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bottom_start_idx -= surface.width
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top_cursor += top.width
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top_cursor += top.width
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bottom_cursor -= top.width
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bottom_cursor -= top.width
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i += 1
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rows_to_copy -= 2
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}
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}
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if top.height % 2 != 0 {
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if rows_to_copy == 1 {
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middle_idx := @inline(screenidx, surface, pos.x, pos.y + rows_to_copy)
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@inline(memory.copy, Color, top_cursor, top_start_idx, @bitcast(top.width))
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@inline(memory.copy, Color, top.buf + top_cursor, surface.buf + middle_idx, @intcast(top.width))
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}
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}
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return
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return
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@ -1,30 +1,37 @@
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.{Vec2} := @use("../../../../libraries/stn/src/lib.hb").math
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.{Vec2} := @use("../../../../libraries/stn/src/lib.hb").math;
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.{random} := @use("../../../../libraries/stn/src/lib.hb")
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render := @use("../../../../libraries/render/src/lib.hb")
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render := @use("../../../../libraries/render/src/lib.hb")
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/* expected result:
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/* expected result:
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the lines example bounces around the screen */
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the square example bounces around the screen */
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example := fn(): void {
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example := fn(): void {
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screen := render.init(true)
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screen := render.init(true)
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image := render.new_surface(341, 256)
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image := render.new_surface(341, 256)
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vel := Vec2(int).(-1, -1)
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p0 := Vec2(int).(0, 0)
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p1 := Vec2(int).(0, image.height)
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render.clear(image, .(100, 50, 0, 255))
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loop if p0.y >= image.height break else {
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render.put_line(image, p0, p1, .(255, 180, 100, 255))
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render.put_line(image, .(image.width, image.height) - p0, .(image.width, image.height) - p1, .(255, 180, 100, 255))
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p0.y += image.height >> 6
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p1.x += image.width >> 6
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}
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vel := Vec2(int).(1, 1)
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pos := Vec2(int).(100, 100)
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pos := Vec2(int).(100, 100)
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vel_inner := Vec2(int).(1, 1)
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pos_inner := Vec2(int).(10, 10)
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color := @as(render.Color, @intcast(random.range(int, 0, 0xFFFFFF)))
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loop {
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loop {
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render.clear(image, render.black)
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render.clear(screen, render.black)
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render.put_filled_rect(image, pos_inner, .(100, 100), color)
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render.put_rect(image, .(0, 0), .(image.width - 1, image.height - 1), render.white)
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render.put_surface(screen, image, pos)
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render.put_surface(screen, image, pos)
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render.sync(screen)
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render.sync(screen)
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render.clear(screen, render.black)
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if pos_inner.x == 0 | pos_inner.x == image.width - 100 {
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vel_inner.x = -vel_inner.x
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color = @as(render.Color, @intcast(random.range(int, 0, 0xFFFFFF)))
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}
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if pos_inner.y == 0 | pos_inner.y == image.height - 100 {
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vel_inner.y = -vel_inner.y
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color = @as(render.Color, @intcast(random.range(int, 0, 0xFFFFFF)))
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}
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if pos.x == 0 | pos.x == screen.width - image.width {
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if pos.x == 0 | pos.x == screen.width - image.width {
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vel.x = -vel.x
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vel.x = -vel.x
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@ -34,6 +41,7 @@ example := fn(): void {
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}
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}
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pos += vel
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pos += vel
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pos_inner += vel_inner
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}
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}
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return
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return
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}
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}
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@ -1,4 +1,4 @@
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.{example} := @use("./examples/image.hb")
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.{example} := @use("./examples/surface.hb")
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main := fn(): void {
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main := fn(): void {
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@inline(example)
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@inline(example)
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