Spawning radi
This commit is contained in:
52
main.go
52
main.go
@@ -4,12 +4,12 @@ import (
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"fmt"
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_ "image/png"
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"log"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/configuration"
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"gitlab.com/kbr4/9heroja/input"
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"gitlab.com/kbr4/9heroja/terrain"
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"gitlab.com/kbr4/9heroja/tiles"
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@@ -43,12 +43,6 @@ func floorMod(x, y int) int {
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}
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type Game struct {
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// The gopher's position
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x16 int
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y16 int
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vy16 int
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keys []ebiten.Key
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control *input.Keyboard
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@@ -59,12 +53,16 @@ type Game struct {
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bullets []*weapons.Handgun
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ending *tiles.Ending
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starting *tiles.Starting
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gameSpeed time.Duration
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tickCount int
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zombiesToSpawn int
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zombieSpawnTicker *time.Ticker
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}
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func (g *Game) Update() error {
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g.keys = inpututil.AppendPressedKeys(g.keys[:0])
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GameInstance.terrain.ChangeDirection(GameInstance.control.DirectionFromKeys(g.keys))
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g.world.NotifyAboutCollisions()
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return nil
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}
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@@ -105,28 +103,38 @@ func init() {
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GameInstance = &Game{}
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GameInstance.world = collision.NewWorld()
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GameInstance.control = &input.Keyboard{}
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GameInstance.zombies = []*zombie.Zombie{zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie()}
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GameInstance.zombies = []*zombie.Zombie{}
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GameInstance.ending = tiles.NewEnding()
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GameInstance.starting = tiles.NewStarting()
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GameInstance.world.AddEntity(GameInstance.starting)
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GameInstance.world.AddEntity(GameInstance.ending)
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// put zombies in random places on the screen but not too close to the hero or each other
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for _, z := range GameInstance.zombies {
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z.X = float64(configuration.Random(50, screenWidth-50))
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z.Y = float64(configuration.Random(50, screenHeight-50))
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for z.X > float64(screenWidth/2-64) && z.X < float64(screenWidth/2+64) && z.Y > float64(screenHeight/2-64) && z.Y < float64(screenHeight/2+64) {
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z.X = float64(configuration.Random(0, screenWidth))
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z.Y = float64(configuration.Random(0, screenHeight))
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}
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z.WhereToGoX = GameInstance.ending.X
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z.WhereToGoY = GameInstance.ending.Y
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z.Walk()
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GameInstance.world.AddEntity(z)
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}
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GameInstance.gameSpeed = 100 * time.Millisecond
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GameInstance.zombieSpawnTicker = time.NewTicker(GameInstance.gameSpeed)
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GameInstance.zombiesToSpawn = 20
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GameInstance.terrain = terrain.NewTerrain()
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go func() {
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log.Println("Starting zombie spawn ticker")
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for {
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select {
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case <-GameInstance.zombieSpawnTicker.C:
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GameInstance.tickCount++
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if GameInstance.tickCount%10 == 0 && GameInstance.zombiesToSpawn > 0 {
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z := GameInstance.starting.SpawnZombie(GameInstance.ending.X, GameInstance.ending.Y)
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GameInstance.zombies = append(GameInstance.zombies, z)
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GameInstance.world.AddEntity(z)
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GameInstance.zombiesToSpawn--
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}
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}
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if GameInstance.zombiesToSpawn <= 0 {
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GameInstance.zombieSpawnTicker.Stop()
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break
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}
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}
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}()
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}
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func main() {
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@@ -9,6 +9,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2"
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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/resources"
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"gitlab.com/kbr4/9heroja/zombie"
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)
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var (
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@@ -75,3 +76,13 @@ func (s *Starting) HandleCollisionEvent(other collision.Collidable) {
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fmt.Println("Starting hit by zombie")
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}
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}
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func (s *Starting) SpawnZombie(whereToGoX, whereToGoY float64) *zombie.Zombie {
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z := zombie.NewZombie()
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z.X = s.X
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z.Y = s.Y
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z.WhereToGoX = whereToGoX
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z.WhereToGoY = whereToGoY
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z.Walk()
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return z
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}
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@@ -3,34 +3,35 @@ package zombie
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import (
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"bytes"
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"fmt"
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"image"
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"log"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/configuration"
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"gitlab.com/kbr4/9heroja/resources"
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"image"
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"log"
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"time"
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)
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const WalkSpeedMs = 10
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var (
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zombieImage *ebiten.Image
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walkTicker *time.Ticker
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animationTicker *time.Ticker
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zombieImage *ebiten.Image
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)
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type Zombie struct {
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step int
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direction configuration.Direction
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IsWalking bool
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X float64
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Y float64
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OffsetX float64
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OffsetY float64
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WhereToGoX float64
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WhereToGoY float64
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IsDead bool
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step int
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direction configuration.Direction
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IsWalking bool
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X float64
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Y float64
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OffsetX float64
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OffsetY float64
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WhereToGoX float64
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WhereToGoY float64
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IsDead bool
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walkTicker *time.Ticker
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animationTicker *time.Ticker
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}
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type spritePosition struct {
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@@ -77,8 +78,6 @@ func init() {
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log.Fatal(err)
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}
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zombieImage = ebiten.NewImageFromImage(img)
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walkTicker = time.NewTicker(WalkSpeedMs * time.Millisecond)
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animationTicker = time.NewTicker(WalkSpeedMs * 5 * time.Millisecond) // Adjust the speed of animation frames
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}
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func NewZombie() *Zombie {
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@@ -87,11 +86,13 @@ func NewZombie() *Zombie {
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IsWalking: false,
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IsDead: false,
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}
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zombie.walkTicker = time.NewTicker(WalkSpeedMs * time.Millisecond)
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zombie.animationTicker = time.NewTicker(WalkSpeedMs * 10 * time.Millisecond) // Adjust the speed of animation frames
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go func() {
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for {
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select {
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case <-walkTicker.C:
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case <-zombie.walkTicker.C:
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if zombie.IsWalking {
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// Move the zombie towards its target position
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if zombie.X < zombie.WhereToGoX {
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@@ -112,7 +113,7 @@ func NewZombie() *Zombie {
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go func() {
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for {
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select {
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case <-animationTicker.C:
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case <-zombie.animationTicker.C:
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if zombie.IsWalking {
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zombie.step++
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if zombie.step > 3 {
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@@ -129,7 +130,7 @@ func NewZombie() *Zombie {
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func (z *Zombie) Walk() {
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if !z.IsWalking {
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walkTicker.Reset(WalkSpeedMs * time.Millisecond)
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z.walkTicker.Reset(WalkSpeedMs * time.Millisecond)
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z.IsWalking = true
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}
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