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https://github.com/krgamestudios/Toy.git
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tweaked scripts folder
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@@ -1,125 +0,0 @@
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import node;
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//constants
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var SPEED: int const = 10;
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//variables
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var parent: opaque = null;
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var posX: int = 50;
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var posY: int = 50;
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var WIDTH: int const = 100;
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var HEIGHT: int const = 100;
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var xspeed: int = 0;
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var yspeed: int = 0;
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//accessors - variables are private, functions are public
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fn getX(node: opaque) {
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return posX;
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}
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fn getY(node: opaque) {
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return posY;
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}
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//lifecycle functions
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fn onInit(node: opaque) {
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print "render.toy:onInit() called\n";
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node.loadTexture("sprites:/character.png");
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parent = node.getNodeParent();
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}
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fn onStep(node: opaque) {
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posX += xspeed;
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posY += yspeed;
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}
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fn onFree(node: opaque) {
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print "render.toy:onFree() called\n";
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node.freeTexture();
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}
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fn onDraw(node: opaque) {
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// print "render.toy:onDraw() called\n";
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var px = parent.callNode("getX");
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var py = parent.callNode("getY");
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if (px == null) {
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px = 0;
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}
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if (py == null) {
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py = 0;
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}
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node.drawNode(posX + px, posY + py, WIDTH, HEIGHT);
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}
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//event functions
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fn onKeyDown(node: opaque, event: string) {
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if (event == "character_up") {
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yspeed -= SPEED;
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return;
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}
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if (event == "character_down") {
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yspeed += SPEED;
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return;
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}
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if (event == "character_left") {
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xspeed -= SPEED;
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return;
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}
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if (event == "character_right") {
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xspeed += SPEED;
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return;
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}
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}
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fn onKeyUp(node: opaque, event: string) {
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if (event == "character_up" && yspeed < 0) {
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yspeed = 0;
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return;
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}
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if (event == "character_down" && yspeed > 0) {
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yspeed = 0;
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return;
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}
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if (event == "character_left" && xspeed < 0) {
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xspeed = 0;
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return;
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}
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if (event == "character_right" && xspeed > 0) {
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xspeed = 0;
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return;
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}
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}
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fn onMouseMotion(node: opaque, x: int, y: int, xrel: int, yrel: int) {
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// print "entity.toy:onMouseMotion(" + string x + ", " + string y + ", " + string xrel + ", " + string yrel + ")\n";
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}
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fn onMouseButtonDown(node: opaque, x: int, y: int, button: string) {
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// print "entity.toy:onMouseButtonDown(" + string x + ", " + string y + ", " + button + ")\n";
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//jump to pos
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posX = x - WIDTH / 2;
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posY = y - HEIGHT / 2;
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}
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fn onMouseButtonUp(node: opaque, x: int, y: int, button: string) {
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// print "entity.toy:onMouseButtonUp(" + string x + ", " + string y + ", " + button + ")\n";
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}
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fn onMouseWheel(node: opaque, xrel: int, yrel: int) {
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// print "entity.toy:onMouseWheel(" + string xrel + ", " + string yrel + ")\n";
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}
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@@ -1,89 +0,0 @@
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//single line comment
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/*
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multi line comment
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*/
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//test primitive literals
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print "hello world";
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print null;
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print true;
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print false;
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print 42;
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print 3.14;
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print -69;
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print -4.20;
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print 2 + (3 * 3);
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//test operators (integers)
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print 1 + 1;
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print 1 - 1;
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print 2 * 2;
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print 1 / 2;
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print 4 % 2;
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//test operators (floats)
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print 1.0 + 1.0;
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print 1.0 - 1.0;
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print 2.0 * 2.0;
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print 1.0 / 2.0;
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//test scopes
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{
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print "This statement is within a scope.";
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{
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print "This is a deeper scope.";
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}
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}
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print "Back to the outer scope.";
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//test scope will delegate to higher scope
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var a = 1;
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{
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a = 2;
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print a;
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}
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print a;
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//test scope will shadow higher scope on redefine
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var b: int = 3;
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{
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var b = 4;
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print b;
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}
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print b;
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//test compounds, repeatedly
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print [1, 2, 3];
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print [4, 5];
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print ["key":"value"];
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print [1, 2, 3];
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print [4, 5];
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print ["key":"value"];
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//test empties
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print [];
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print [:];
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//test nested compounds
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print [[1, 2, 3], [4, 5, 6], [7, 8, 9]];
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//var declarations
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var x = 31;
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var y : int = 42;
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var arr : [int] = [1, 2, 3, 42];
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var dict : [string:int] = ["hello": 1, "world":2];
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//printing expressions
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print x;
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print x + y;
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print arr;
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print dict;
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//test asserts at the end of the file
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assert x, "This won't be seen";
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assert true, "This won't be seen";
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assert false, "This is a failed assert, and will end execution";
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print "This will not be printed because of the above assert";
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@@ -35,7 +35,7 @@ var tiles: [[int]] const = [
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var tileset: [int: string] const = [
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0: " ",
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1: " X "
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1: "X "
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];
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//variables
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@@ -48,7 +48,7 @@ fn draw() {
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for (var i: int = 0; i < WIDTH; i++) {
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//draw the player pos
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if (i == posX && j == posY) {
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print " O ";
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print "O ";
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continue;
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}
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36
scripts/roguelike-seeds.toy
Normal file
36
scripts/roguelike-seeds.toy
Normal file
@@ -0,0 +1,36 @@
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/*
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Since this is a pseudo-random generator, and there's no internal state to the algorithm other
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than the generator opaque, there needs to be a "call counter" (current depth) to shuffle the
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initial seeds, otherwise generators created from other generators will resemble their parents,
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but one call greater.
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*/
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import standard;
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import random;
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var DEPTH: int const = 20;
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var levels = [];
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//generate the level seeds
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var generator: opaque = createRandomGenerator(clock().hash());
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for (var i: int = 0; i < DEPTH; i++) {
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levels.push(generator.generateRandomNumber());
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}
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generator.freeRandomGenerator();
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//generate "levels" of a roguelike
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for (var i = 0; i < DEPTH; i++) {
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var rng: opaque = createRandomGenerator(levels[i] + i);
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print "---";
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print levels[i];
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print rng.generateRandomNumber();
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print rng.generateRandomNumber();
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print rng.generateRandomNumber();
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rng.freeRandomGenerator();
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}
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@@ -1,12 +0,0 @@
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import standard;
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import random;
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for (var i: int = 0; i < 1_000_000; i++) {
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var generator: opaque = createRandomGenerator(clock().hash());
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print generator.generateRandomNumber();
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print generator.generateRandomNumber();
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print generator.generateRandomNumber();
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generator.freeRandomGenerator();
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}
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