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111
src/main.rs
111
src/main.rs
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@ -1,9 +1,8 @@
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use color_eyre::Result;
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use irrgarten::Maze;
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use irrgarten::Maze;
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use ndarray::Array2;
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use ndarray::Array2;
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use rand::Rng;
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use rand::Rng;
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use rand_distr::{Normal, Distribution};
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use twmap::*;
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use twmap::*;
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use color_eyre::Result;
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const TILE_EMPTY: u8 = 0;
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const TILE_EMPTY: u8 = 0;
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const TILE_HOOKABLE: u8 = 1;
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const TILE_HOOKABLE: u8 = 1;
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@ -31,9 +30,9 @@ fn create_initial_map() -> Result<TwMap> {
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width: 1024,
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width: 1024,
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height: 1024,
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height: 1024,
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}));
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}));
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map.images.push(Image::Embedded(EmbeddedImage::from_file("mapres/basic_freeze.png")?));
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map.images.push(Image::Embedded(EmbeddedImage::from_file(
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let physics = Group::physics();
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"mapres/basic_freeze.png",
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map.groups.push(physics);
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)?));
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Ok(map)
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Ok(map)
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}
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}
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@ -45,10 +44,27 @@ fn gen_flymap() -> Result<()> {
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const HEIGHT: usize = 1000;
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const HEIGHT: usize = 1000;
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const WIDTH: usize = 100;
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const WIDTH: usize = 100;
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let mut tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || GameTile::new(TILE_EMPTY, TileFlags::empty()));
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let mut tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || {
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let mut front_tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || GameTile::new(TILE_EMPTY, TileFlags::empty()));
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GameTile::new(TILE_EMPTY, TileFlags::empty())
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});
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let mut front_tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || {
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GameTile::new(TILE_EMPTY, TileFlags::empty())
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});
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let mut unhookable_tiles =
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Array2::from_shape_simple_fn((HEIGHT, WIDTH), || Tile::new(0, TileFlags::empty()));
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let mut freeze_tiles =
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Array2::from_shape_simple_fn((HEIGHT, WIDTH), || Tile::new(0, TileFlags::empty()));
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tiles
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.row_mut(HEIGHT - 2)
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.iter_mut()
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.for_each(|tile| tile.id = TILE_UNHOOKABLE);
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unhookable_tiles
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.row_mut(HEIGHT - 2)
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.iter_mut()
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.for_each(|tile| tile.id = 1);
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tiles.row_mut(HEIGHT - 2).iter_mut().for_each(|tile| tile.id = TILE_UNHOOKABLE);
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tiles[(HEIGHT - 3, WIDTH / 2)].id = TILE_SPAWN;
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tiles[(HEIGHT - 3, WIDTH / 2)].id = TILE_SPAWN;
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for x in 0..WIDTH {
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for x in 0..WIDTH {
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@ -69,24 +85,45 @@ fn gen_flymap() -> Result<()> {
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for x in ((center + fly_width) as usize)..WIDTH {
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for x in ((center + fly_width) as usize)..WIDTH {
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tiles[(y, x)].id = TILE_FREEZE;
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tiles[(y, x)].id = TILE_FREEZE;
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freeze_tiles[(y, x)].id = 4;
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}
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}
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for x in 0..=((center - fly_width) as usize) {
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for x in 0..=((center - fly_width) as usize) {
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tiles[(y, x)].id = TILE_FREEZE;
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tiles[(y, x)].id = TILE_FREEZE;
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freeze_tiles[(y, x)].id = 4;
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}
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}
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}
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}
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let game_layer = GameLayer {
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let game_layer = GameLayer {
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tiles: CompressedData::Loaded(tiles)
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tiles: CompressedData::Loaded(tiles),
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};
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};
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let front_layer = FrontLayer {
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let front_layer = FrontLayer {
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tiles: CompressedData::Loaded(front_tiles),
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tiles: CompressedData::Loaded(front_tiles),
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};
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};
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let physics = map.physics_group_mut();
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let mut unhook_tiles_layer = TilesLayer::new((HEIGHT, WIDTH));
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unhook_tiles_layer.image = Some(0);
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unhook_tiles_layer.tiles = CompressedData::Loaded(unhookable_tiles);
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let mut freeze_tiles_layer = TilesLayer::new((HEIGHT, WIDTH));
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freeze_tiles_layer.image = Some(1);
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freeze_tiles_layer.tiles = CompressedData::Loaded(freeze_tiles);
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freeze_tiles_layer.color = Color {
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r: 0,
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g: 0,
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b: 0,
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a: 200,
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};
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let mut physics = Group::physics();
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physics.layers.push(Layer::Game(game_layer));
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physics.layers.push(Layer::Game(game_layer));
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physics.layers.push(Layer::Front(front_layer));
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physics.layers.push(Layer::Front(front_layer));
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physics.layers.push(Layer::Tiles(unhook_tiles_layer));
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physics.layers.push(Layer::Tiles(freeze_tiles_layer));
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map.groups.push(quads_sky());
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map.groups.push(physics);
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map.save_file("server/maps/generated.map")?;
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map.save_file("server/maps/generated.map")?;
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@ -100,7 +137,9 @@ fn gen_maze() -> Result<()> {
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let maze = Maze::new(1001, 1001).unwrap().generate(&mut rng);
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let maze = Maze::new(1001, 1001).unwrap().generate(&mut rng);
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let mut tiles = Array2::from_shape_fn((1001, 1001), |(x, y)| GameTile::new(maze[x][y], TileFlags::empty()));
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let mut tiles = Array2::from_shape_fn((1001, 1001), |(x, y)| {
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GameTile::new(maze[x][y], TileFlags::empty())
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});
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// Put spawn and start tile on top left most tile.
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// Put spawn and start tile on top left most tile.
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let mut added_spawn = false;
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let mut added_spawn = false;
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@ -110,8 +149,7 @@ fn gen_maze() -> Result<()> {
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if tile.id == 0 && !added_spawn {
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if tile.id == 0 && !added_spawn {
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*tile = GameTile::new(TILE_SPAWN, TileFlags::empty());
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*tile = GameTile::new(TILE_SPAWN, TileFlags::empty());
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added_spawn = true;
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added_spawn = true;
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}
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} else if tile.id == 0 && added_spawn {
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else if tile.id == 0 && added_spawn {
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*tile = GameTile::new(TILE_START, TileFlags::empty());
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*tile = GameTile::new(TILE_START, TileFlags::empty());
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break 'outerStart;
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break 'outerStart;
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}
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}
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@ -130,13 +168,56 @@ fn gen_maze() -> Result<()> {
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}
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}
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let game_layer = GameLayer {
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let game_layer = GameLayer {
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tiles: CompressedData::Loaded(tiles)
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tiles: CompressedData::Loaded(tiles),
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};
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};
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let physics = map.physics_group_mut();
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let mut physics = Group::physics();
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physics.layers.push(Layer::Game(game_layer));
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physics.layers.push(Layer::Game(game_layer));
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map.groups.push(physics);
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map.save_file("server/maps/generated.map")?;
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map.save_file("server/maps/generated.map")?;
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Ok(())
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Ok(())
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}
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}
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// Creates the sky quad from the editor.
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fn quads_sky() -> Group {
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let mut quads_group = Group::default();
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let mut quads_layer = QuadsLayer::default();
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quads_group.parallax_x = 0;
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quads_group.parallax_y = 0;
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let mut quad = Quad::new(1600, 800);
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dbg!(&quad);
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quad.colors = [
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Color {
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r: 94,
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g: 206,
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b: 174,
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a: 255,
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},
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Color {
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r: 94,
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g: 206,
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b: 174,
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a: 255,
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},
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Color {
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r: 204,
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g: 232,
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b: 255,
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a: 255,
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},
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Color {
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r: 204,
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g: 232,
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b: 255,
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a: 255,
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},
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];
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quads_layer.quads.push(quad);
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quads_group.layers.push(Layer::Quads(quads_layer));
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quads_group
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}
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