Playing around with scripts
This commit is contained in:
70
assets/scripts/tilemap/layer-background.toy
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70
assets/scripts/tilemap/layer-background.toy
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//this is one layer
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import node;
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var childCounter: int = 0;
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//TODO: reference these from a global source (root?)
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var tileWidth: float const = 100;
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var tileHeight: float const = 100;
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var roomWidth: float const = 10;
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var roomHeight: float const = 10;
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//util to generate and init a child node of a given parent
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fn makeChildSprite(parent: opaque, spriteName: string) {
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var child: opaque = loadNode("scripts:/tilemap/tile.toy");
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parent.pushNode(child);
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child.initNode();
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child.loadTexture("sprites:/" + spriteName);
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//BUGFIX
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childCounter++;
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return child;
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}
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fn onInit(node: opaque) {
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//load the child node, with the tiling back image
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node.makeChildSprite("tile-background.png");
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}
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fn drawRoom(node: opaque, x, y, depth, camX, camY, camW, camH) {
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//the modifier ratio to move things
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var mod: float = float tileWidth / (tileWidth - depth);
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var tileWidth_mod = tileWidth * mod;
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var tileHeight_mod = tileHeight * mod;
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var camX_mod = (camX - camW) * mod + camW / 2;
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var camY_mod = (camY - camH) * mod + camH / 2;
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for (var j: int = 0; j < roomHeight; j++) {
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for (var i: int = 0; i < roomWidth; i++) {
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node.getNodeChild(0).drawNode(round( (x * roomWidth + i) * tileWidth_mod + camX_mod ),round( (y * roomHeight + j) * tileHeight_mod + camY_mod ), round( tileWidth_mod ), round( tileHeight_mod ));
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}
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}
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}
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fn round(x): int {
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var f = floor(x);
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return x - f >= 0.5 ? f + 1 : f;
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}
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fn floor(x): int {
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return int x;
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}
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fn ceil(x): int {
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var f = floor(x);
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return x - f != 0 ? f + 1 : f;
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}
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fn min(a, b) {
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return a < b ? a : b;
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}
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fn max(a, b) {
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return a > b ? a : b;
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}
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84
assets/scripts/tilemap/layer-walls.toy
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84
assets/scripts/tilemap/layer-walls.toy
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//this is one layer
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import node;
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var childCounter: int = 0;
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//TODO: reference these from a global source (root?)
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var tileWidth: float const = 100;
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var tileHeight: float const = 100;
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var roomWidth: float const = 10;
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var roomHeight: float const = 10;
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//util to generate and init a child node of a given parent
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fn makeChildSprite(parent: opaque, spriteName: string) {
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var child: opaque = loadNode("scripts:/tilemap/tile.toy");
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parent.pushNode(child);
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child.initNode();
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child.loadTexture("sprites:/" + spriteName);
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//BUGFIX
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childCounter++;
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return child;
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}
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fn onInit(node: opaque) {
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//load the child node, with the tiling back image
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node.makeChildSprite("tile-wall.png");
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}
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//draw the parallax-style walls
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fn drawRoom(node: opaque, x, y, depth, camX, camY, camW, camH) {
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var mod: float = float tileWidth / (tileWidth - depth);
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var tileWidth_mod = tileWidth * mod;
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var tileHeight_mod = tileHeight * mod;
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var camX_mod = (camX - camW) * mod + camW / 2;
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var camY_mod = (camY - camH) * mod + camH / 2;
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//top
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for (var i = x * roomWidth; i < (x * roomWidth) + roomWidth; i++) {
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node.getNodeChild(0).drawNode(round( i * tileWidth_mod + camX_mod ), round(y * roomHeight * tileHeight_mod + camY_mod ), round( tileWidth_mod), round( tileHeight_mod ));
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}
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//left
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for (var j = y * roomHeight; j < (y * roomHeight) + roomHeight; j++) {
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node.getNodeChild(0).drawNode(round( x * roomWidth * tileWidth_mod + camX_mod ), round( j * tileHeight_mod + camY_mod ), round( tileWidth_mod), round( tileHeight_mod ));
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}
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//bottom
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for (var i = x * roomWidth; i < (x * roomWidth) + roomWidth; i++) {
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node.getNodeChild(0).drawNode(round( i * tileWidth_mod + camX_mod), round( ((y+1) * roomHeight -1) * tileHeight_mod + camY_mod), round( tileWidth_mod), round( tileHeight_mod));
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}
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//right
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for (var j = y * roomHeight; j < (y * roomHeight) + roomHeight; j++) {
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node.getNodeChild(0).drawNode(round( ((x + 1) * roomWidth -1) * tileWidth_mod + camX_mod ), round( j * tileHeight_mod + camY_mod ), round( tileWidth_mod ), round( tileHeight_mod ));
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}
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}
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fn round(x): int {
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var f = floor(x);
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return x - f >= 0.5 ? f + 1 : f;
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}
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fn floor(x): int {
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return int x;
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}
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fn ceil(x): int {
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var f = floor(x);
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return x - f != 0 ? f + 1 : f;
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}
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fn min(a, b) {
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return a < b ? a : b;
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}
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fn max(a, b) {
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return a > b ? a : b;
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}
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2
assets/scripts/tilemap/tile.toy
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2
assets/scripts/tilemap/tile.toy
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@@ -0,0 +1,2 @@
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//EMPTY
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95
assets/scripts/tilemap/tilemap.toy
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95
assets/scripts/tilemap/tilemap.toy
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@@ -0,0 +1,95 @@
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//this file manages the tilemap-related utilities
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import standard;
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import node;
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var childCounter: int = 0;
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var levelXCount: int const = 4;
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var levelYCount: int const = 4;
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var camX: float = 0;
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var camY: float = 0;
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//TODO: reference these from a global source (root?)
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var tileWidth: float const = 100;
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var tileHeight: float const = 100;
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var roomWidth: float const = 10;
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var roomHeight: float const = 10;
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var screenWidth: float = 1080;
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var screenHeight: float = 720;
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//util to generate and init a child node of a given parent
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fn makeChild(parent: opaque, fname: string) {
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var child: opaque = loadNode(fname);
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parent.pushNode(child);
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child.initNode();
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return child;
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}
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fn loadLayer(node: opaque, layerName: string) {
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//load the given layer as a child
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var layerNode = node.makeChild("scripts:/tilemap/" + layerName);
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childCounter++;
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}
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var stepCounter = 0;
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fn onStep(node: opaque) {
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stepCounter++;
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camX--;
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camY--;
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}
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fn onDraw(node: opaque) {
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print stepCounter;
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stepCounter = 0;
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//TODO: reference the camera width & height
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//TODO: render parallax
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//cull out-of-bounds regions
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var lowerX = abs(floor(floor((camX-screenWidth/2) / tileWidth) / float roomWidth));
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var upperX = abs(ceil(floor((camX-screenWidth*1.5) / float tileWidth) / float roomWidth));
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var lowerY = abs(floor(floor((camY-screenHeight/2) / tileHeight) / float roomHeight));
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var upperY = abs(ceil(floor((camY-screenHeight*1.5) / float tileHeight) / float roomHeight));
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//bounds check
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lowerX = max(lowerX, 0);
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upperX = min(upperX + 1, levelXCount);
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lowerY = max(lowerY, 0);
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upperY = min(upperY + 1, levelYCount);
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for (var c = 0; c < childCounter; c++) {
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for (var j = lowerY; j <= upperY; j++) {
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for (var i = lowerX; i <= upperX; i++) {
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node.getNodeChild(c).callNodeFn("drawRoom", i, j, c * 4.0, camX, camY, screenWidth, screenHeight);
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}
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}
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}
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}
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fn round(x): int {
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var f = floor(x);
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return x - f >= 0.5 ? f + 1 : f;
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}
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fn floor(x): int {
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return int x;
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}
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fn ceil(x): int {
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var f = floor(x);
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return x - f != 0 ? f + 1 : f;
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}
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fn min(a, b) {
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return a < b ? a : b;
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}
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fn max(a, b) {
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return a > b ? a : b;
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}
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